saltemishel

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About saltemishel

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  1. @NasimiAsl Ah I see, I've figured it out. I've set it to be the actual equation instead of adding. this.ti+=0.05; this.camera.upVector.y = Math.sin(this.ti/180*Math.PI); this.camera.upVector.x= Math.cos(this.ti/180*Math.PI); It works now. Thanks!
  2. @NasimiAsl Thanks! It works like a charm, how do I remove the limit so it can rotate 360 degrees?
  3. Hi All, It seems that I can rotate along the Alpha and Beta direction using the arc camera. Is it possible for me to rotate the camera by 360 based on the player's viewing angle? (something like the screen rotates clockwise/counter-clockwise) https://goo.gl/images/VHFpT1 Or any other camera recommendation? Thanks!
  4. Thanks both, I combined both of your methods and it works now. There sure are many ways to write this. I'm wondering if there's a way to write this State = function () { Phaser.State.call(this); }; State.prototype = Object.create(Phaser.State.prototype); /** @type {State} */ State.prototype.constructor = State; State.prototype.init = function () { }; Using this way below so I don't need to keep writing the prototype.something=function? BasicGame.Game.prototype = { create: function() { this.createDude(); }, render: function() { var debug = this.game.debug; debug.phaser(10, 580); } }; Thanks!
  5. Hi all, I would like to extend the game state like this method to extend the entity so I don't have to keep writing the same function on each state. Phaser.Sprite.prototype.something=function(t){} I tried Phaser.Game.prototype and Phaser.State.prototype but it's not working, what's the right word? Thanks!
  6. well you still need to have gone through all those process in your brain to gain your "Wingnut" experience. So the credit is definitely yours for sure as no one have the same experience as everyone else!
  7. Hi Wingnut, Woaw! That's gonna be really useful for many projects! Will definately play around with it. Thanks for sharing!
  8. Thanks~ I'll try to digest it as much as I can lol
  9. Hi SvenFrankson, Cool, will try that out. For the rotationQuaternion, why do we use multiply instead of add?
  10. Hi brianzinn, It's still cool, thanks a lot for your help!
  11. Hi All, I would like to use lookAt to make the mesh rotate towards a target, but currently it face the angle immediately. How do I make it turn towards the target angle gradually? Also, I notice a strange behavior, when I change the value of rotationQuaternion of the mesh directly by perhaps doing mesh.rotationQuaternion.x+=0.02; the mesh get stretched instead of rotated. Thanks
  12. Hi All, It seems that when I try to rotate the beta value manually, it never goes in a full circle. It always stop at the value of -0.021415926535897932 and 3.173 and it doesn't seem to form a full circle connecting line. (those 2 value is not at the same location or even close) Is there anyway for me to make the ArcRotateCamera to follow and face the back of the player? Thanks
  13. Ahh I see, guess will have to lose some quality then. Thanks for the help once again!
  14. I tried some optimisation options from this tutorial: https://doc.babylonjs.com/tutorials/optimizing_your_scene While in iphone 5c chrome and safari, it's only around 17 fps, is iphone generally weak in rendering? it seems that in android chrome is able to run up to 30 and even 60 fps(even without the optimization options).