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About tranlong021988

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  1. Done, figured out ! I forgot set astcenc.exe to enviroment PATH.
  2. hi everyone, I'm trying to convert textures to compressed format (KTX) by following instruction here: The batch command work well but it miss astc output, I just get 5 files : dxt,etc1,etc2 and pvrtc format output. May be something wrong with PVRTexTool ? Please help.
  3. yes, just simple diffuse texture. I figure out problem cause by import/export to FBX format to use with Mixamo. Current solution is not use MIxamo. (so sad).
  4. Hi everyone, I have wrong z-order render issue. You can view here: This is screenshot. Anyone have solution ? I'm using 3dsmax exporter.
  5. hi, after setting bias to relevant value then I have it work, but only on PC: On Mobile (my Nexus 7), the circle light on the ground not display.
  6. 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: 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.
  7. Thanks for advice. Have a good day. :))
  8. 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 ?
  9. @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 : (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).
  10. @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.
  11. @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...
  12. @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 ?
  13. 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, , I don't understand clearly, but is there a solution to calculate via GPU ? Anybody try this ?
  14. 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 ?
  15. @Deltakosh : There are no mercy for bugs. Thank you.