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Everything posted by Pryme8

  1. Pryme8

    Camera Boom Prototype

    so I figured i would start making a camera boom (I spelled it wrong in the demo) object. I will extend this quite a bit cause I needed one... anyways I was going to try to make it a BABYLON constructor object but do not really know how to go about that and when I tried to add it just in the playground it seemed to not want to take... so yea maybe in the future. You can load any path, and any amount of keys with durations and targets... no easing yet but you could kinda simulate it. There is also a sick little jump on the start when it wants to go through the first few scene renders... but taht might just be on my PC trying to catch up.
  2. Pryme8

    How to stop free camera movement completely?

    Whoa, blast from the past!
  3. I mean I used the SPS for a project with @dbawel. He would have to say the exacts numbers but I think we were doing 6k or something on screen models with physics and no FPS drop. So I think from what I understand your goals to be that it would accommodate you if set up correct. The other option is like others said is to use a Shader, but this will have extreme limits. First if you are doing anything other then simple shapes (like a point, or a block) things get fairly complicated. It would essentially be a glorified GPU particle system. You could take a look at the GPU particle engine, and see about adapting it. Are you doing basic points? or are you looking to advance into realistic meshs, if you want to do this on the GPU with meshes only you will need to look up Stackless BVH traversal (these are above my pay grade) and figure out how to implement that kind of system. IQ told me to check that stuff out when I was looking up answers for other projects, but I think it might help you as well (if you are trying to do full meshs). If you are just doing points ignore that whole last section.
  4. Maybe I am missing the question, but there should be no problem moving 10k+ Particles with any FPS loss. I tested your example scene with the sinsodial movement of a chain of boxes, cranked it to 20k boxes on my iPhone and had no FPS drop. I kinda don’t know what the specific question is.
  5. I know this is kinda different then game design, but seeing how we probably have a few 3D artists floating around here this might apply to some of you. We are looking to achieve as close to photo realistic as possible. Must have knowledge of interior scenes and ability to render realistic Global Illumination. Preferably with the use of V-Ray or some comparable plug-in for the artists rendering/modeling software. Please send me a message on the forums here, and I will take a look at your portfolio. This is a paid contract.
  6. trying to figure out how to keep the rayMarched object in the center of the plane and keep it looking at the camera. I also want to keep the camera position update able on the shader so you can "orbit" the objects.
  7. 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.
  8. Well today was supposed to be the completion, but it does not look like anyone really participated. :(...
  9. I wish I had time to help, unfortunately I have a deadline I gotta meet today and tomorrow. So I can’t right at this second.
  10. So On the Playground CustomMaterial works as a constructor, but In my offline version I seem to not have access to it. How can I fix that?
  11. Last few days, if anyone is in on this. I will follow up with my promise of the reward of hosting the winner for a year +.
  12. Pryme8

    Billboard RayMarch Plane

    Glad my research ended up helping! I should publish the end result of this, which was raymarching organics like trees and bushes. I was never fully able to make things look truly organic but I was getting close. The idea was to be able to eventually have fully 3D trees being rendered on a billboard, or an outside scene through a window.
  13. Pryme8

    Billboard RayMarch Plane

    this is what is needed to determine your ray direction. If you look at the main section of the shader code you will see: vec3 rayDir = getRayDir(camPos, normalize(camTarget - camPos), p); which does this function: vec3 getRayDir(vec3 camPos, vec3 viewDir, vec2 pixelPos) { vec3 camRight = normalize(cross(viewDir, vec3(0.0, 1.0, 0.0))); vec3 camUp = normalize(cross(camRight, viewDir)); return normalize(pixelPos.x*(camRight*-1.) + pixelPos.y*camUp + CAM_FOV_FACTOR*viewDir); } so the cam target, which is just a positions in front of the 'physical' camera in the scene. So with quick maths you subtract positions and normalize to get your vector for forward. I think you could essentially just pass the camera forward (global) forward vector but his works well. Think of it as the cameras view direction as denoted in the getRayDir function. A Normalized Global Camera Rotation Vector.
  14. Sounds like you are on your way to win this then! Can’t wait to see what you got going here in a few days. I am driving up from LA today to Eureka, but will be around all next week and will try to be more involved if anyone needs help with anything.
  15. about halfway through now I would figure! Anyone got any screenshots they can share of their WIP, or a hint as to what you are working on?
  16. 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.
  17. 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: or use @JohnK's method
  18. 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?
  19. Pryme8

    Cylinder edit vertices on top

    Did this get solved yet? If not I got you tommrow.
  20. 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.
  21. Pryme8

    Cylinder edit vertices on top

    I’m confused as to what the goal is. A ring that shows the height of the grain in be silo?
  22. Yes sir get at it at any point here I think there are still like 3+ weeks left.
  23. Pryme8

    Random Tiled

    Hmmm interesting, looks a lot like how I handled my texture randomisation for my Teriable Generator. Good job 👍🏻
  24. 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.
  25. 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)