jsdream

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About jsdream

  • Rank
    Member
  • Birthday 05/30/1994

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  • Gender
    Male
  • Location
    Kyiv (Ukraine)
  • Interests
    Babylon.js

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  1. Thank you Deltakosh! I knew there must be an even better way and you gave it to me ;-) Wingnut thanks for bringing .visibility property to my attention. I guess I can use it to achieve fade in and fade out animation effects :-)
  2. I just actually realized I can use isVisible property on a mesh to hide it instead of moving it outside of skybox. But I'm still open to suggestions if there is even more better way of handling the scenario described above ;-)
  3. solved

    Thank you John very much! That's exactly what I was looking for. You're my hero of the day.
  4. Hi guys! As I can see camera target is being set to mesh's absolute position (https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/babylon.followCamera.ts#L46): var targetPosition = cameraTarget.getAbsolutePosition(); Is it possible to somehow set an offset to camera target? So for example when we're following a character, by default the camera will be pointing to middle of the character mesh, but what if I want to point the camera to characters head or even above it, how could I achieve that? Hope my question is clear enough. Initially I posted the question here, but following JohnK suggestion I'm creating this new separate topic for the question.
  5. Hi JohnK! Thank you for your response. I've just tried that and it gives the same effect as using heightOffset property of the FollowCamera - moves the camera upwards but it still pointing to the same point. I'm new to game development, that's why can't get my head around to figure out with all necessary vector calculations to achieve the desired result... P.S. Following your suggestion I've created separate topic for the question:
  6. Hi everyone! I'm building an infinite runner and exporting predefined blocks from Blender. In BJS I create instances of those block meshes exported from Blender and place them dynamically to create pathway for a character. So my aim is to use exported meshes as `blueprint` for instances creation. What's the best way to hide a mesh exported from Blender and use it only as a reference to create instances of the mesh to place them dynamically? Currently I'm just placing base meshes outside the skybox mesh to hide them and then create instances of those base meshes and place the instances inside skybox mesh where I need them to be. Although that works I'm just wondering is there any better/proper way to hide base meshes?
  7. Hi guys! As I can see camera target is being set to mesh's absolute position (https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/babylon.followCamera.ts#L46): var targetPosition = cameraTarget.getAbsolutePosition(); Is it possible to somehow set an offset to camera target? So for example when we're following a character, by default the camera will be pointing to middle of the character mesh, but what if I want to point the camera to characters head or even above it, how could I achieve that? Hope my question is clear enough.
  8. Ah ok, I just thought there would be a 2.6 release, because I saw v2.6 preview release option of versionBuilder.
  9. Just tested and yes, it is fixed in 3.0. Can typings be updated in 2.6?
  10. Looks like OimoJSPlugin class incorrectly implements IPhysicsEnginePlugin interface. So with Babylon.js 2.5 when I try to enable physics with Oimo.js plugin like this: scene.enablePhysics(new BABYLON.Vector3(0, -9, 0), new BABYLON.OimoJSPlugin()); I get the following TypeScript compilation error: TS2345: Argument of type 'OimoJSPlugin' is not assignable to parameter of type 'IPhysicsEnginePlugin'. Types of property 'updateDistanceJoint' are incompatible. Type '(joint: IMotorEnabledJoint, maxDistance: number, minDistance?: number) => void' is not assignable to type '(joint: DistanceJoint, maxDistance: number, minDistance?: number) => any'. Types of parameters 'joint' and 'joint' are incompatible. Type 'DistanceJoint' is not assignable to type 'IMotorEnabledJoint'. Property 'setMotor' is missing in type 'DistanceJoint'. I'm using babylon.d.ts type definition file from babylonjs npm package.
  11. Hello Temechon! Just wanted to let you know that I've noticed a small typo on page 116. I thought it might be good for you to know this in case you'll be doing any future updates to this awesome book ;-)
  12. @Deltakosh Yeah, and that's exciting beginning. I hope your "baby" will become the most powerful and famous 3D games engine for the WEB.
  13. @gryff Thank you for your guide too. I'm going to play with both methods though. I'm really starting to love the community
  14. Thank you very much for the response!