tranlong021988

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About tranlong021988

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  1. Hi everyone, First word, sorry for no PG for this issue since Dropbox do not allow hosting files for runtime request anymore, and this issue come from 3DMax exporter, I do not code anything, just simple click "export and run". Please check it out: http://appsbymekong.com/flashdemo/junk/ It's a simple scene with camera moving around a player football with light source above. You can notice that some black dot pixels appear, and glitter on player, ball and ground. It happen when I turn shadows on from 3DMax. Very grateful for any helps.
  2. Thanks for advice. Have a good day. :))
  3. Yeah, I was dreaming again. And "we can not get everything we want" (can not remember who said this) :)) Btw, about occlusion culling, is there any good news with webgl2 and any support plan of BJS ?
  4. @aWeirdo @BitOfGold : Thank you two for your PG, it's about 15-30ms on my PC, may be slower than your results because of our CPU power difference. But it still be an immersive solution if I separate that calculation work to web worker, async response can help avoiding freezing/glitching issue. Actually I just applied this solution for my past game : http://appsbymekong.com/flashdemo/vrgame/optimized4/ (mobile only by using device orientation API). As I said, distance calculation is just example, and so far our solution is almost done by CPU, my main point is wondering about GPU ability. I mean if we can use GPU for some cases and be nice with CPU. :)) (Oh my stupid English skill).
  5. @fenomas: I'm just trying to figure out a best solution for complex computing without burning CPU or freezing scene. Let say I want to try make out an occlusion culling solution with BabylonJS. Launching a ray from camera object to every static meshs on scene(buildings), choose which one "on view" to help me optimizing render process. But since I have a lot of mesh (a large city) then ray collision computing for each mesh can be expensive. Yes I know we have many optimization solutions already (octree,merge meshs,etc) , I just wonder if GPU parallele computing can do the trick, if I have complex gameplay I will not want CPU handle too much, especially mobile target. But my first approach seem too bad. I tried simple calculation to check response time from GPUrock: var gpu = new GPU(); var test = gpu.createKernel(function(A, B ) { var sum = A+B; return sum; }).dimensions([1]); var startTime = new Date().getTime(); test(4,5); var endTime = new Date().getTime(); var timeCost = endTime - startTime; Calculation result is 9 , but timeCost is too high, about 50-150 ms which can not fit a single frame render (16 ms ). I think it is enough for a bad solution. I just tried TurboJS, it is faster but still not fit 16ms for simple calculation. Sorry for my bad English.
  6. @Felipe: That seem a sad news. You are right, don't know how fast it is with GPU calculation but slow transfer result from GLSL can ruin my game. I already do some test with gpuRock and turboJS, even with simple sum mathematics , the response time is always higher 16ms which mean can not fit single frame calculation. May be I should keep sticking with webworker and wait for some day...
  7. @BitOfGold: Yes actually I have some success with web worker. GPUJS is my new approach to get my 3d game performance close to native as possible. And distance calculating is just a "test case". If you or someone have experience with it, know its pros, cons and applying cases, can share me the light ?
  8. This is a question about theory , so I don't have PG for this. Assume that I have a 3d scene with many meshs, is there any best solutions for computing distance among each meshs, update continuously each render tick, I mean the best solutions for computing and distance calculation is just example. And modern mobile browser is expect target. Performance is important. So far, first solution that I can think, is using web worker. An asynchronous calculation , via a separating thread will avoid lagging caused by expensive calculation. Everything done by CPU. Second solution, http://gpu.rocks , I don't understand clearly, but is there a solution to calculate via GPU ? Anybody try this ?
  9. hi everyone, I'm making a game(puzzle resolver), which need path finding algorithm. There are so many A* algorithm but they are all static behavior. Assume that I have a monster chasing a character, the path finding just can determine path from monster position to current character position, it do good job. But if character moving (dynamic position), I have no idea to figure out best solutions. Anyone have experience with this case ?
  10. @Deltakosh : There are no mercy for bugs. Thank you.
  11. hi, thank you for kind words. Since few issues came up with new BJS update, I have to delay everything for fixing process. But adding would be great idea.
  12. hi, I have new issue with BJS, few days ago, I have a post here: It was a spot light issue, and solved by @Deltakosh , light behavior seem fine now. But since updating new BJS (with that issue fixed),then skeleton animation issue came up. You can check PG here: http://www.babylonjs-playground.com/#FDJNK#0 The character animation not run anymore, although skeleton animation running(you can check via Skeleton Viewer). So are there any API update that I miss or it caused by new BJS file update ? http://www.babylonjs-playground.com/#FDJNK#0
  13. @Deltakosh @dbawel : It look better now, thanks you all. For someone need it: http://www.babylonjs-playground.com/#1OTIFL#4
  14. @Deltakosh even if lowering direction, it still darker than usual, you can check new PG here, drag around to see unrealistic behavior: http://www.babylonjs-playground.com/#1OTIFL#3 And this is a simulation, parallel direction(render with 3ds max with simple diffuse texture):
  15. I'm simulating a flash light effect, PG here: http://www.babylonjs-playground.com/#1OTIFL#1 As you can see, the floor using same material with the wall, but always look darker, especially at the edge, I think it is not like realistic. Is it working fine or I miss something ?