renjianfeng

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Everything posted by renjianfeng

  1. Press the Q key to launch the missile, and press the E key to launch the interference bullet
  2. Missiles have been added, and jamming bombs have been optimized
  3. Log: 1. Press "E" to release the interference bullet. 2. Add sound 3. Added impact detection and voice alarm 4. Optimized the halo effect 5. Long press the space bar to switch to a free perspective.
  4. When you are in "FPP" mode, you can view the free view by pressing the space bar long and dragging the mouse
  5. Free model source:https://free3d.com/3d-model/uk-eurofighter-typhoon-93005.html
  6. I use blender to edit PBR material and animation for the model
  7. Hi, I just finished a vacation。 The code is here, and you can preview it github address:https://github.com/renjianfeng/flightSimulator github.io:https://renjianfeng.github.io/flightSimulator/released/index.html
  8. Hello. I'm working on a fighter game, and while it's not finished yet, you can enjoy it ahead of time via video, which is open source, and I'll post its github address when I finish the first phase. //On October 8, github address:https://github.com/renjianfeng/flightSimulator github.io:https://renjianfeng.github.io/flightSimulator/released/index.html update:On October 21, new video:
  9. Thanks,That's great advice. I have solved this problem through the Group Animations.
  10. I do have some questions, I would like to get how to control bones in this way in babylonjs.
  11. sm10.glbThis is the GLB file,You can get bones in the following way scene.getBoneByName("Kości medyk_Head").rotate(BABYLON.Axis.Y, Math.sin(t) * Math.PI); scene.getBoneByName("Kości medyk_L Arm").setAxisAngle(BABYLON.Axis.Y, Math.sin(t) * Math.PI); scene.getBoneByName("Kości medyk_R Arm").setAxisAngle(BABYLON.Axis.Y, Math.sin(t) * Math.PI); scene.getBoneByName("Kości medyk_Bone").setAxisAngle(BABYLON.Axis.Y, Math.sin(t) * Math.PI);
  12. It's like selecting multiple bones in blender and then adjusting the overall position and rotation。
  13. Great work. This effect is all up to expectations.
  14. Yes, a good idea, but if the moving object in the scene, the volume of light may need to be generated dynamically. It's like a shadow.
  15. What better way to achieve this effect?VolumetricLightScatteringPostProcess may not be able to achieve such effect,I noticed that The standard pipeline can be used, but The standard pipeline has very low FPS .Do you have any better Suggestions?
  16. If the default rendering pipeline is not used, TerrainMaterial and StandardMaterial materials will return the same effect: https://www.babylonjs-playground.com/#E6OZX#201
  17. When using TerrainMaterial, I added the default rendering pipeline. TerrainMaterial and StandardMaterial showed different effects under the same parameters. Is that expected? , the same problem appears on the WaterMaterial. https://www.babylonjs-playground.com/#E6OZX#200
  18. Particle system default release particles element position coordinates for the world, when I quick update the particle's position, appeared a lot of space between the particles, the I realize some effect is not ideal, such as high-speed mobile rocket plume, is it possible to make the particle set a parent? Let the particle calculate its position in terms of local coordinates, right?