Pryme8

Members
  • Content Count

    2,569
  • Joined

  • Last visited

  • Days Won

    30

Everything posted by Pryme8

  1. Pryme8

    Cylinder edit vertices on top

    Another method you could use is make a heightmap Ground, and then use CSG to make it a circle then tube.
  2. Pryme8

    Cylinder edit vertices on top

    If it can be static, then honestly I would raymarch that.... but the hacky way will be to do it with geometry displacement from a texture like I started working on here: https://playground.babylonjs.com/#GZ91H2 or use @JohnK's method
  3. Pryme8

    Cylinder edit vertices on top

    Does it need to be Dynamic or Static? Are you going to be doing hit tests on it or can I displace it in the shader?
  4. Pryme8

    Cylinder edit vertices on top

    Did this get solved yet? If not I got you tommrow.
  5. Pryme8

    Cylinder edit vertices on top

    Ohhh I got you, I miss read the post! I am out of town at the moment, give me to this evening if I remember when I get to the hotel then I got you. This is actually really easy! You would use an updatable disc and a cylinder to accomplish this I would imagine.
  6. Pryme8

    Cylinder edit vertices on top

    Iā€™m confused as to what the goal is. A ring that shows the height of the grain in be silo?
  7. Pryme8

    Friendly competition

    Yes sir get at it at any point here I think there are still like 3+ weeks left.
  8. Pryme8

    Friendly competition

    We have not done a monthly competition in a while. I am super busy this month to run one, but would anyone be interested in one possibly next month? I could even offer a prize of economy hosting for a year for the winner, cause I have an extra cpanel server just sitting doing nothing. Im gonna be out of town for like a week, hopefully when I get back we have some takers.
  9. Pryme8

    Random Tiled

    Hmmm interesting, looks a lot like how I handled my texture randomisation for my Teriable Generator. Good job šŸ‘šŸ»
  10. Pryme8

    registerOnPhysicsCollide With Any

    I already do that, basically with the mesh.body.registerOnPhysicsCollide(scene.getPhysicsEngine()._impostors, hit) but I have times where the imposters change quite often so the array from scene.getPhysicsEngine()._impostors is only be correct for a short period of time. I found a work around but figured it the collisions are firing through the engine when ever a any imposter touches that there should be a way to tie into that event.
  11. Is there a way to fire a function anytime a specific body touches any other physicsImposter? I got it for the imposters that are in the scene when the event is bound, but there will be situations where I need it to be more dynamic. mesh.body.registerOnPhysicsCollide(scene.getPhysicsEngine()._impostors, hit)
  12. Pryme8

    registerOnPhysicsCollide With Any

    So how do I make the 'mesh.body.registerOnPhysicsCollide()' function work without providing an array or body for the function to fire in response to. Basically just like a global every time a physics body touches any other physics body do this method, there has to be one I just cant find it. like a physicsEngine.registerOnAnyCollide()
  13. Pryme8

    Friendly competition

    Just make something that is inspired by something "retro". So something from the 60 through I guess the 80s now (damn I guess even the 90's are vintage these days), Just something that give that old school feel. Bonus Points if you document the process and then Ill be grading everyone on code structure, creativity, and execution, with everyone in the communities opinion having the most impact. Once the 30 days are done, time will be called and everyone will be asked to post a link to the docs and/or scene for their project within 24 hours of the 30th day from 9/21. So Oct 11-12th is submission dates. Don't pre-post links to it but give us teasers photos if possible. If you run into a problem recreate it in a PG and link us to in a new topic so the community can help out with any hurdles you may run into. I will post an official "start" tomorrow... but I mean nobody will judge you for starting now... so in case I am not around to announce it tomorrow. . . . START!
  14. Pryme8

    registerOnPhysicsCollide With Any

    Yes sir ^_^, but still dont have a truly Dynamic solution.
  15. So I have a scene where I am building the colliers for the scene after the visual meshes are constructed. I have been trying to get this code to work: if(this.assets['Ground-Body-0'].physicsImposter){ this.assets['Ground-Body-0'].physicsImposter.dispose() } this.assets['Ground-Body-0'].scaling.z = (Math.ceil(level/5)+1)*this.scale*12 this.assets['Ground-Body-0'].position.z = Math.ceil(level/5)*12 this.assets['Ground-Body-0'].renderingGroupId = 2 var wallColliders = [] wallColliders.push(this.assets['Ground-Body-0'].clone('Wall-Body-0')) wallColliders[0].position.x = -this.scale*6 wallColliders[0].setPivotPoint(new BABYLON.Vector3(this.scale*3, 0, 0)) wallColliders[0].rotation.z = -Math.PI*0.2 wallColliders.push(this.assets['Ground-Body-0'].clone('Wall-Body-1')) wallColliders[1].position.x = this.scale*6 wallColliders[1].setPivotPoint(new BABYLON.Vector3(-this.scale*3, 0, 0)) wallColliders[1].rotation.z = Math.PI*0.2 this.assets['Ground-Body-0'].physicsImposter = new BABYLON.PhysicsImpostor(this.assets['Ground-Body-0'], BABYLON.PhysicsImpostor.BoxImpostor, { mass: 0, restitution: 0.3 }, this.scene) //wallColliders[0].physicsImposter = //new BABYLON.PhysicsImpostor(wallColliders[0], BABYLON.PhysicsImpostor.BoxImpostor, { mass: 0, restitution: 0.3 }, this.scene) //wallColliders[1].physicsImposter = //new BABYLON.PhysicsImpostor(wallColliders[1], BABYLON.PhysicsImpostor.BoxImpostor, { mass: 0, restitution: 0.3 }, this.scene) What I am noticing, is when I add the physics imposter to the "wall" it disappears. Alternatively if I create the imposter first and then clone the "ground" mesh, I get the same results of the walls disappearing. Ive tried making it unique geometry, backing the transform etc... and am kinda stumped. Pretty sure its linked to the set PivotPoint, but I was just wondering if anyone had any input on to what would cause behavior like this.
  16. Pryme8

    Friendly competition

    Don't overwhelm yourself, just something fun and in your free time!
  17. Pryme8

    Friendly competition

    I love it, and nice logo! So I figured if we have 3 people ready should we start everything next week? What it will consist of from the start date will be a 30 day development sprint to see what you can make in accordance to what was discussed above. Thinks like originality, documentation, and execution will be taking into consideration. A complete product is not needed for the entry, but something close to workable is encouraged. @QuintusHegie, @DylanD, @waverider, @babbleon Yall ready? Does Wednesday of this week sound like a good launch date?
  18. Pryme8

    Friendly competition

    yes, yes, yes and yes.
  19. Pryme8

    Friendly competition

    Nope, you can be as creative as you want to be. I define game very loosely.
  20. Pryme8

    Friendly competition

    I think the consensus is remake of a retro game. so we got two takers cool, if we can get one more then we got something. Maybe try to start it on the 15th of this month and run it for 30 days?
  21. Pryme8

    Friendly competition

    ooooo, how about a Lunar Lander remake! I think any retro game redone would be the topic. Cause Arkanoid remake sounds fun too... or like Mars Patrol/Moon Patrol or 3D World Runner (ohh my gosh I might just do this one to do it)
  22. http://pryme8.com/keeyah-a-procedural-ninja/ ^^ EXPLANATION ^^ I just wrote this up today in like 20 mins so if there are errors please point them out ā¤ļø http://pryme8.com/toss-game/ ^^ GAME ^^ Ok so its not really complete yet, but on Tuesday of next week I start my new contract and wont have anytime to look at this; so I figured Id post it before I turn into a ghost. Important info: - You Toss the stars by drag and releasing on the screen from the bottom and swooping up - You get bonus points for curving your shot Need to Implement still: - Level Progression, for now if you want a new level go into your console and type : toss.buildStage(#) I would recommend not going over 50 cause I dont think you can effectively even throw that far. *TEMP FIX FOR NOW* - Balloons to pop that multiply your tosses score. You can assume you beat the level if you get a score that is five times the level, so level 1 you need 5 pts, level 4 you need 20, etc... Everything is generated at run time, there are no assets. Oh and on a cool note, that once I mimify everything and strip everything out of the BJS engine file that I don't need the predicted size of this game will be under 200kb
  23. Pryme8

    Friendly competition

    Not expecting anything amazing so it should not take too much time from your learning. so we got one taker, I need at least two more! ... kinda wanna start tagging people ...
  24. Pryme8

    Friendly competition

    Hmmm not sure prolly something specific like: Best Mini Game with Two Balls and Box... or something dumb like that. - Best Simplistic 3D Remake of a Retro Game - Best Particle "Explosion" System - Cleanest Deployment of Pong with bonus points for documenting the process. Something like that... where we all have a clear goal and a month to pull it off. I will not be able to compete but will have time to run and help judge if we can get like 3 or 4 people actually willing to do it.
  25. Pryme8

    KEEYAH - A Procedural Ninja

    I got to a 122 this morning! It way easier on a cellphone it seems. I think if I add shadows it will help with the depth readings.