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  1. Ow cool, learn something new. Thanks!
  2. ooh cool @samme never know about that. Where should I put the resolution parameter? it seems there's no resolution setting in the parameters. new Game(width, height, renderer, parent, state, transparent, antialias, physicsConfig)
  3. In case anyone needs it, I added the following code in each of the game state's resize function to update the mouse position. (I don't guarantee that it won't cause any unwanted problem though);; I'm using this scale mode, the game will resize game canvas to fit the game canvas always. = Phaser.ScaleManager.RESIZE;
  4. Hi All, Is there a way for us to edit the game's pointer position according to the css scaled canvas? I'm setting my phaser game canvas size to 200% screen size and scale my game down to 100% screen size using css. I need to make the mouse position times 2 but not sure where I can make the changes that the phaser button will work. Thanks.
  5. Thanks for both your suggestions! Turns out that there's difference between 2d canvas and 3d canvas, I can't draw image the simple way like I did for 2d canvas. ^^" End up I just put a background canvas behind babylon canvas to show the background always like Wingnut suggested in the first post.
  6. Hi W! Hmm..speaking of that, I wonder if I can know when does the image of that background function gets loaded...
  7. Hi All, Is it possible to draw something after babylon clear canvas and right before it draws all the 3d components? If not, is it possible to prerender the image use for the code following, instead of start loading it when I call this script? var url = ""; var background = new BABYLON.Layer("back", url, scene); background.isBackground = true; Thanks.
  8. Gasp~ O.o good thing that the project I'm working on doesn't really need physics at the moment. Guess I'll take out the physics for now. Cool demo you have there, will definitely learn a lot from it. XD Do keep us update on the pivot matrix matter. Thanks for all your help!
  9. Hmm.. but think the bounding box is still inaccurate right? as the box and go through the floor, is there anyway that I can see the imposter bounding box, and adjust the imposter position according to the matrix?
  10. @Nabroski Ok I got a simple playground up. it seems that the .setPivotMatrix is the one that's casing the weird looking behavior. how do I see the correct bounding box and adjust it according to the pivotmatrix?
  11. Thanks all! Will try the suggestion out!
  12. Hello, Has anyone experience the following weird falling pattern using oimo engine? Also, is there a way to make the imposter to ignore the gravity other than setting the mass to 0? this is when the pivot is right in the center, it's not falling smoothly instead it's falling like a staircase. and when I offset the pivot, it'll make a flip before falling down, and some times it just snap to the side for around 3-5 times before it starts to flip to drop down this.mesh.setPivotMatrix(BABYLON.Matrix.Translation(this.width*0.5, 0, this.depth*0.5)); the only physics codes that I'm using is as below: this.scene.enablePhysics(new BABYLON.Vector3(0, -0.1, 0), new BABYLON.OimoJSPlugin()); this.body = new BABYLON.PhysicsImpostor(this.mesh, BABYLON.PhysicsImpostor.BoxImpostor, {mass:0, friction:0.5,restitution:0}, this.main.scene); before clicking I use this code to move the box. this.mesh.position[this.moveAxis]+=this.speed; after clicking I stop moving the mesh and use the following code to set the mass after clicking to make it fall this.body.setMass(0.1); Thanks
  13. Hi All, Anyway knows how to implement the ArcFollowCamera? I can't seems to find much info on this camera. Thanks.
  14. Ow wow, thanks for the big help and the examples!
  15. Hi All, I would like to know how can I change my imposter's mass, as it seems that only the value is changed but not the actual mass itself. And how do I remove imposter on run time? scene.removePhysicsBody(this.body); doesn't seems to work. Thanks~