Nabroski

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Everything posted by Nabroski

  1. reading the description: https://assetstore.unity.com/packages/vfx/shaders/curved-world-26165 Curved World curvature means - objects rendering as being bent only inside camera view. ... does not disturb any of game elements like: physics @stefanolencina Render the scene to a texture and then modify the UV. remixed old shader from me under 2mins, - you get the idea: https://www.babylonjs-playground.com/#NV12WE
  2. hey guys what the heck you are doing here. You are testing the texture color value against the lights and this would be my first thought, when i would start debug.
  3. @Pryme8 Babylon has already everything implemented it is just on the CPU. https://github.com/BabylonJS/Babylon.js/blob/9824853960fc2a4be97b1acb6907244c8df9f05e/src/Culling/babylon.ray.ts#L132 So i lean back for quite a while. I created a template. Tipp: first go with the Rasterizer Triangel it is - l i t e r a l l y - 2 lines of code! inspiration (reference, reference) https://www.babylonjs-playground.com/#FI9JFW
  4. Its old. but the big thing is that Chrome is supporting it, means 80% of population using the Internet are technically now able to take advantage of new technology. Like back 10 year ago with WelGL, when not Chrome is going do anything, the idea is dead.
  5. @Pryme8 Sorry man not sure if this the right links. Look it up, its on the W E B https://games.greggman.com/game/ https://hacks.mozilla.org/2016/01/webgl-off-the-main-thread/
  6. @babbleon If i told you how to ride a bicycle, i also would sound complicated. No need to worry, we all learning here. The best offer i can make right now, is to do it as a community project. (I'm right now into physics and 5 other projects, zero time for pulling anything on github, also going though process of debug and so on) I understand. In long term maybe 2 months it more possible from my side. Meanwhile our prayers go to Pryme8. Have a nice day.
  7. @babbleon what is happening now ? Do you wait 'til someone implement it for you. Otherwise make your self clear, i can guide you through.
  8. an old topic. (around ~2014 Mozilla) Finally ( 2 weeks ago) google chrome decided to jump on that train too. google it: offscreen webgl webworkers. This is the brand new hot sh** hype on my side of the internet Multithreaded WebGL here we go.
  9. Hello you have to bypass the Vertexshader be course down the pipeline your polygone would be rasterized (broken down in little fragments, reason why it’s called fragment or sometimes p i x e l shader) , one way of doing it is to pack meshdata in RGBA textures and unpack them in the fragmentshader. This would be step one, and now you on the playground to implement a Raytracer / Rasterizer. You need a Ray Triangle Intersection Test. And so forth ..you step slowly forward an through computer graphic history ‘til Monte Carlo or Russian Roulette . : ) So i'm learing all that stuff too, it's my passion. I use this a good free learning recourse: https://www.scratchapixel.com/ Here is the bible of pathtracers: http://www.pbrt.org/ So i would go an implement a Rasterizer first. Then you have an an idea how everything works, and when you feel comfortable, copy paste stuff from shadertoy. The magic here is, to have an basic idea, what you are doing.
  10. Yes the challenge with primitives from the CPU, is not do to a basic Ray/Pathtracing. It is about make it fast, acceleration structures KD, SVO, BVH , and best way to send the mesh data via textures ect. If you are not a computer sience student, this is a long term project.
  11. i just you more on the save side (also project dependent) when you set the Vec2 to ViewportSize not canvas.width see here: https://computergraphics.stackexchange.com/a/5725/5950 now the thing is the vUV goes from 0 to 1. So you need ( as you allready figured out) a conversation. https://www.babylonjs-playground.com/#UUQJGM#7
  12. Hello i would like to help, but i don't understand (as always) the problem. Can you rephrase. If i change the #renderCanvas an click rerun the jsEditor you scene looks good. So w a t do you mean with same size ?
  13. Hello i'm really not sure, what you are trying to archive. Can you please create a playground. Thank you.
  14. ok. i understand. so you prev. example looks a bit like this. https://www.babylonjs-playground.com/#9ZP81N maybe your join point arent right
  15. chain amin: https://www.youtube.com/watch?v=6y9ID8Ml8jY did you try softbody ? https://blog.raananweber.com/2016/04/03/cloth-physics-simulation-for-babylon-js/ http://www.babylonjs-playground.com/#1J3WEP#3
  16. their is a chain ? did you try it. http://schteppe.github.io/cannon.js/examples/threejs_fps.html what do you mean with slide ?
  17. http://schteppe.github.io/cannon.js/examples/threejs_fps.html http://schteppe.github.io/cannon.js/
  18. I think this is gonna be my long term personal project.No, i think on BabylonJS side it would be best to work with a geometry shader. I really don't know why khronos decided to skip that one. This guy claims to have a working implementation: https://acko.net/blog/yak-shading/. So one possibility could be: displace on the GPU send the information as texture read the information from a texture buffer apply to a babylonjs mesh make collisions Yeah, let''s implement the hole missing WebGL stuff, sounds like fun. Also remands me of Transform feedback, just without the f e e d b a c k. Should be faster then read/write texture accesses. Pulling the data, without re - sending it, i actually don't no if this works. but i will give it a try at the weekend. @NasimiAsl If you have something interesting feel free to share.
  19. @Sebavan i feels like batch rendering matrix premultiplication. i have very simple test scenes. it is just disturbing. do you know a nice switch to turn it of?
  20. yeah thats nice http://madebyevan.com/webgl-water/ thank you for the link. not exactly, but good for study.
  21. yepp, kind of stupid question. but you never know. i guess it time to implement geometry and tessellation shaders, khronos really miss that one. also binary shaders and few other things we have to work with what we got. http://www.babylonjs-playground.com/#UVCI3B#4
  22. @Pryme8 their was an example the BabylonJs dude walking in a terrain. Based on Raypicking. That would work i think. But i can't find the playground anymore ...
  23. Yes, i dig myself into trail an error right now, if you have an idea feel free to share.
  24. Hey Pryme first thank you for taking time i fact i never used Babylonjs physics. Yes, but the new positions are not visible for the BabylonJS Physics lib, it is still a simpel Plane on the CPU side. Right ?