Gijs

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About Gijs

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  1. Hi, you can set engine.isPointerLock = true;
  2. Hi, the problem is that the bounding box isn't refreshed. This works: http://www.babylonjs-playground.com/#WG9OY#177 I don't know if it's supposed to be like this though.. pinging @jerome
  3. Here's a combination of what's been suggested (sort of): http://www.babylonjs-playground.com/#ACPMQL#1
  4. Gijs

    SPS Optimization : Feedback Wanted

    Hi, here are some results: Laptop Intel(R) Core(TM) i5-5300U CPU @ 2.30GHz (4 CPUs), ~2.3GHz Windows 7 / 2K / IE11 / 40 fps / 60 fps Windows 7 / 10K / IE11 / 10 fps / 21 fps Windows 7 / 20K / IE11 / 5 fps / 12 fps Laptop Intel(R) Core(TM) i5-4200U CPU @ 1.60GHz (4 CPUs), ~2.3GHz Windows 10 / Edge 42.17134.1.0 / 10K / 30 fps / 33 fps Windows 10 / Edge 42.17134.1.0 / 20K / 15 fps / 18 fps Windows 10 / Firefox 62.0.2 / 10K / 47 fps / 36 fps Windows 10 / Firefox 62.0.2 / 20K / 22 fps / 21 fps Windows 10 / Chrome 69.0.3497.100 / 10K / 32 fps / 45 fps Windows 10 / Chrome 69.0.3497.100 / 20K / 17 fps / 26 fps Smartphone Qualcomm Snapdragon quadcore 2,5 GHz Android 6.0.1 / Firefox 62.0 / 2K / ~23 fps / ~19 fps Android 6.0.1 / Firefox 62.0 / 10K / 6 fps / 6 fps Android 6.0.1 / Chrome 69.0.3497.100 / 2K / ~24 fps / ~44 fps Android 6.0.1 / Chrome 69.0.3497.100 / 10K / 6 fps / 6 fps
  5. Gijs

    Gizmos only work on last created scene

    It works!... sort of. There's another bug, with the bounding box gizmo. When the attached mesh is clicked, mousedown will fire then no longer. It's only the mousedown, and nothing more. pointerdown works fine, both on the JS event system and that of Babylon. Demo: http://www.babylonjs-playground.com/#YLWLLP Note the scene.preventDefaultOnPointerDown = false; I've looked into it, but I haven't found the cause yet 🤔
  6. Hi all, You can see it in the playground below. The gizmos work fine in the right scene (scene2, which was created last), but for the left scene, the gizmos appear in the right scene, and they don't work! If you crate the right scene before the left one, the behavior is switched. http://www.babylonjs-playground.com/#EESWVZ#2 @trevordev do you know what's going on here? And thanks for making the gizmos, can't wait to use them!
  7. Gijs

    How to create a splashScreen

    You're welcome, and I'm glad your ramps are working again as well 😃, even better now I just noticed that in the playground I did clearTimeout instead of clearInterval though
  8. Gijs

    How to create a splashScreen

    How about... a GUI Image and some timers: https://www.babylonjs-playground.com/#XCPP9Y#640
  9. Hi, from the error in the console it seems that freezeActiveMeshes causes onAfterActiveMeshesEvaluationObservable to be called, and creating an infinite loop. But regarding the meshes, can't you use a TransformNode instead?
  10. The collisions seem off on my side as well, but with the camera ellipsoid set to (0.5, 0.75, 0.5) it seems fine. And I couldn't see the maze demo on itch, because it requires a password.
  11. That's odd. On my side, the original list would be of length 220, while the isDisposed checked list is of length 121, and when I do this.mazeWalls.dispose(); I see just the floor, so I'm pretty sure the merging succeeded
  12. @Nodragem Ok I actually ran it this time, and I found the error: The HuntAndKillMazeAlgorithm may dispose the mazeCells, so the tryToPushToForMerge function also has to check for that: if(element !== undefined && !element.isDisposed()){
  13. Hi, maybe it's because the meshWall gets disposed after the first merger due to the second parameter being true
  14. Hi, from reading the documentation, it seems that a BackgroundMaterial is unlit, so that may be why the spotlight doesn't work on it 🧐.
  15. Hi, you can just set them on bouncingBehavior, those properties aren't read-only