Dal

Members
  • Content Count

    182
  • Joined

  • Last visited

  • Days Won

    5

Reputation Activity

  1. Like
    Dal got a reaction from jerome in Dynamic or infinite terrain experiment   
    Now you're really getting somewhere! Looks promising.
  2. Like
    Dal reacted to jerome in Dynamic or infinite terrain experiment   
    a bit more punchy at low altitude http://www.babylonjs-playground.com/frame.html#29JWLZ#10
    more again : http://www.babylonjs-playground.com/frame.html#29JWLZ#11
  3. Like
    Dal got a reaction from NasimiAsl in Trex   
    Ah he follows the camera... nice
  4. Like
    Dal got a reaction from Wingnut in Is there any way to avoid blocking the main loop while loading some large 3d models?   
    The only way I can think of is to write some "fake threading" code that gets called every frame, reads a fixed number of bytes each frame, then saves where it was up to and yields....   then the next frame it picks up from that point and continues. So your large import can be gradually built up over a number of frames without freezing.
    Would be good if someone could write such a loader for Babylon
  5. Like
    Dal reacted to gamestudiohx in Quadtree LOD terrain   
    http://hxscout.com/ can help you with profiling c++ target
  6. Like
    Dal reacted to JCPalmer in Why doesn't Node have a position?   
    Light does not have position.  That is only at the SpotLight sub-class, which is probably the reason.
    As far as your purpose, your customers certainly will not care how big your numbers get.  Adding a "global" parent will add slightly to the overhead of each frame to compute the world matrix of every mesh.  I appreciate elegance, but if you still wish to move everything, I would write code to move every mesh in a loop the same relative amount to avoid paying to this convenience every frame. 
    Your customers with marginal hardware might notice the extra drag of just one more parent for every single mesh, which can add up.
  7. Like
    Dal reacted to Wingnut in Why doesn't Node have a position?   
    User:  "Hey forum, why won't my arcRotateCamera...  arcRotate properly?"
    Dal:  "Um, cuz it's parented to a master node that has a single position and rotation (and scaling) that is continuously inherited by all scene items including lights and cameras, which aren't even mesh."
    User:  "Oh, ok, thanks.  I'm changing frameworks, now." 
    I'm just having some fun with ya, Dal. 
    Did you ever ponder that maybe you have "extends" mixed-up with parenting?  I used to have the same problem.  But here, in this system, parent/children are not the same as class and extendClass (sub-classes?). 
    Generally, the big three parent-handed-down properties are position, rotation, and scaling.  These are PARENT handed-down values, not class-inherited values.  Notice I said value.  Just because abstractMesh has a .position property, doesn't mean we want its position VALUE to be handed-down to its subClasses.  Only parents hand-down position values.  Parent mesh start as siblings of the children (brothers/sisters).  When either sets the other as a parent, the parent does not suddenly become a super-class of the child mesh.  They are still siblings... on the same level.  BJS automatically passes-on the values of the parent's position, rotation, and scaling... to the children.
    I think if .parent property... changed names to be .masterPositionRotationScalingController, you'd feel better about it. 
    All in all, I'm not really qualified to answer... but I thought I'd stick my nose-in and be talkative and annoying... like I usually am.  The real pros may have more/better answers for you.
  8. Like
    Dal got a reaction from meteoritool in Quadtree LOD terrain   
  9. Like
    Dal got a reaction from meteoritool in Quadtree LOD terrain   
    Looks reasonably nice now imo. I guess I will add threading next, and then we'll see how the performance is.

  10. Like
    Dal got a reaction from Boz in Quadtree LOD terrain   
    Looks reasonably nice now imo. I guess I will add threading next, and then we'll see how the performance is.

  11. Like
    Dal got a reaction from Boz in Quadtree LOD terrain   
    Just playing a bit with water and texture settings to make it look pretty  

  12. Like
    Dal got a reaction from jerome in Quadtree LOD terrain   
    Ok the good news is I've just made a major performance breakthrough and backported the change to webgl and it works much better now. The bad news is that it's introduced holes in the terrain, but I have a rough idea how to solve that... fingers crossed.
  13. Like
    Dal got a reaction from NasimiAsl in Quadtree LOD terrain   
  14. Like
    Dal got a reaction from jerome in Quadtree LOD terrain   
    Well... Haxe port is now complete. Initial indications are that it DOES run faster... although i'm not sure it's working exactly as intended at the moment.
    @babylonhx Am I right in saying there's no debug layer available in BabylonHx yet?
  15. Like
    Dal got a reaction from adam in Quadtree LOD terrain   
    Looks reasonably nice now imo. I guess I will add threading next, and then we'll see how the performance is.

  16. Like
    Dal got a reaction from iiceman in Quadtree LOD terrain   
    I can't figure out how to get this to work in the playground, there's too many dependencies, but I've put a playable demo online at:
    https://www.loudened.com/terrain/

    I will probably only leave it there for a few days though so test it while you can
     
    To be honest, I am starting to feel as though I will never be able to achieve the results I want in Babylon... I'm really struggling with the performance issues and it doesn't look like anyone is going to be able to offer any help any time soon, so I might just move to an engine with a working terrain solution already. :I
  17. Like
    Dal reacted to jerome in Quadtree LOD terrain   
    Actuallu I think there's a big interest here, but maybe we miss some information about the approach, some comments about what the code does exactly, how it is archtitured, etc
    Not that easy to discover at once such a big feature ;-D
  18. Like
    Dal got a reaction from Dad72 in Quadtree LOD terrain   
    I can't figure out how to get this to work in the playground, there's too many dependencies, but I've put a playable demo online at:
    https://www.loudened.com/terrain/

    I will probably only leave it there for a few days though so test it while you can
     
    To be honest, I am starting to feel as though I will never be able to achieve the results I want in Babylon... I'm really struggling with the performance issues and it doesn't look like anyone is going to be able to offer any help any time soon, so I might just move to an engine with a working terrain solution already. :I
  19. Like
    Dal got a reaction from Dad72 in Quadtree LOD terrain   
    That image has 3 LODs, here you can see how it looks in wireframe.
     
     

  20. Like
    Dal got a reaction from Dad72 in Quadtree LOD terrain   
  21. Like
    Dal got a reaction from Dad72 in Quadtree LOD terrain   
    OK guys, I think its just about usable now. The biggest problem is that it slows down big time whenever it loads new chunks in... I tried to solve it with threading but so far it broke more than it solved so I'm going to park that for now.
    You should be able to check out https://git.loudened.com/babylon/terrain.git now with your git client.

    @Temechon @jerome (or anyone else for that matter) It would be really cool if you can find some way to improve the speed of it

     

  22. Like
    Dal got a reaction from iiceman in Quadtree LOD terrain   
    OK guys, I think its just about usable now. The biggest problem is that it slows down big time whenever it loads new chunks in... I tried to solve it with threading but so far it broke more than it solved so I'm going to park that for now.
    You should be able to check out https://git.loudened.com/babylon/terrain.git now with your git client.

    @Temechon @jerome (or anyone else for that matter) It would be really cool if you can find some way to improve the speed of it

     

  23. Like
    Dal got a reaction from iiceman in Quadtree LOD terrain   
    Looks reasonably nice now imo. I guess I will add threading next, and then we'll see how the performance is.

  24. Like
    Dal got a reaction from iiceman in Quadtree LOD terrain   
    Just playing a bit with water and texture settings to make it look pretty  

  25. Like
    Dal got a reaction from jerome in Quadtree LOD terrain