simpleyuji

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  1. simpleyuji

    Import Unity Asset into Babylon

    Seems like the free FBX converter from autodesk that you're referring to now links to "FBX review" instead. I did find windows version on other sites though.
  2. What's the best way to import a Unity Asset with animations into BabylonJS ? I tried https://github.com/BabylonJS/Exporters/tree/master/Unity 5/EditorToolkit , and was able to Export Scene, but it just didnt render properly. Might be because I'm using Unity 2017 . I've also tried importing .fbx file to Blender 2.79 (for later export), but depending on the asset, animations are not being included. Right now, I'm inclined to generate pre-rendered 3d animations as a 2D spritesheet instead, but just wanted to see if anyone has a different recommendation.
  3. simpleyuji

    CreateGround - positive values only

    So apparently, setting the ground position is good enough. ground = BABYLON.Mesh.CreateGround("ground1", CANVAS_SIZE, CANVAS_SIZE, 2, scene); ground.position = new BABYLON.Vector3(CANVAS_SIZE/2, 0, CANVAS_SIZE/2);
  4. simpleyuji

    CreateGround - positive values only

    Cool. Thanks Arte. Will take a look at it.
  5. I'm calling BABYLON.Mesh.CreateGround("ground1", CANVAS_SIZE, CANVAS_SIZE, 2, scene) to create a ground, but it starts at (0,0,0) and expands outwards in x,z plane in both positive and negative directions. I was wondering if its possible to make a ground such that it only grows in positive direction. I want to avoid negative values when setting player positions .
  6. simpleyuji

    Building a Library of Images for Everyone

    Hey Eric. Really good textures, and nice work overall. Although at first I was confused when I got to the homepage, as I was seeing mostly sound effects, but realized that some links are for images, others sound
  7. simpleyuji

    Kikiki - HTML5 Multipayer Battle Arena

    Thanks. It currently has entity interpolation only, but yes, will definitely add client-side prediction to handle input-lag. Gameplay wise though, felt like something is missing. Not enough appeal, and not really sure how to describe it. I was also thinking of making it sort of a 2D battle-royale/last-man-standing type game, but if the basic gameplay mechanics is not good (which currently needs improvement), I feel like it just would not have the same appeal.
  8. Hi guys. Me and my brother made a game. It's a topdown HTML5 multiplayer battle-arena game inspired from Mario Kart, Donkey Kong (although there's barely any similarity) . It's based on phaser on the client, and most physics are done on the server using p2.js . Networking is done via Socket.io (although will replace it eventually with just plain websockets), and protocol buffers for binary serialization. You move via "WASD" keys, "space" to dash, and mouseclick to shoot. Would love to get some feedback! You can check out the game below. http://kikiki.io/
  9. simpleyuji

    Disconnected due to server errors - multiplayer game

    Thanks for the reply. Just saw this. I ended up, just having a baseSocketHandler for all events, and doing a try{} catch {} on any exceptions that bubble up.
  10. Im making a multiplayer game using phaser on client and node.js/socket.io on server and I'm currently not sure how to handle exceptions on server-side. Basically, whenever there are uncaught exceptions (perhaps due to some edgecase i didnt foresee), the server will crash, and the game state which gets stored in-memory for speed and updated every 33ms will get lost, including disconnecting all connected players (ie. 20 players will get disconnected if there's an unexpected server bug). Even if there's automatic restart, it'll be a new process with new memory and new socket connections. So my question is, how do i auto-catch these exceptions, so that I can handle them via an email notifier instead, and let the game continue on smoothly (prevent client disconnect) ?
  11. simpleyuji

    P2 object overlaps sometimes

    So I've been having trouble understanding how P2 physics works. Particularly, depending on the order of my function calls, sometimes the behavior would be different. Currently, if you look at the example here (https://jsfiddle.net/5vLv5nv4/3/), if the arrow-key controllable smaller box collides with the bigger one on the edge, it would actually go inside and through the body before some kind of separation happens. However, if I change the lines from box.body.mass = 0.3; box.body.damping = 1; box.body.fixedRotation = true; to: box.body.fixedRotation = true; box.body.mass = 0.3; box.body.damping = 1; The desired behavior of the objects not overlapping occurs. Why is this happening? Is it a P2 bug? It took me several hours to make it work the way I want it to (i tried changing the stiffness, tolerance, friction, contactMaterials, relaxation) by trial and error. I wish there's a more systematic way to debug physics. Is there a good P2 tutorial out there?
  12. update: function() { game.physics.arcade.overlap(player, powerup, function(player, powerup){ speedPlayer(player); }); }
  13. simpleyuji

    Maps without using Tiles

    Hi guys. Currently, I've been using tilemaps to render maps, but I was wondering how to create maps like these (https://www.youtube.com/watch?v=QvzXHZdlS1c) in an HTML5 game? If I'm to think of an implementation, I would have each objects such as rocks, walls, trees, fences, buildings, and other blocks saved as individual svg files. Then have the background with all the terrain (dirt, road, hill) be a single large (6400px by 6400px) png file that is predrawn by an artist, use that as base layer, and have a while a player moves, the server sends all objects (i.e trees/fences/buildings) that's within view to the player that hasn't been sent before, which the browser then renders at the appropriate (x,y) location and rotation . Also, a second follow question is if I were to implement a simple top-down map instead like (http://www.simhq.com/wp-content/gallery/door-kickers-killhouse-games/doorkickers-screenshot-005.jpg) , is tiled/tilemaps still the best approach?
  14. simpleyuji

    Jitter in Sprite Movement

    So I put it in update() that movement code, and it looks smoother. Consequently, changing my original setInterval fps from 1000/30 to 1000/60 made it looks smoother as well. although, yeah, i agree update() should be the right place to put it in. However, this means I'm not able to replicate my original problem (where the character I move in different directions become jittery at times - back/forth shaking movement of sprite). It's actually a client/server model where client instructs server to move, server sends movement positions to client 20fps, and client interpolates in between. And the jittery/shaking movement (I'm using camera.follow(player) ) becomes more likely on poor network conditions. I'll try to come up with a runnable example .
  15. simpleyuji

    Jitter in Sprite Movement

    Sometimes, I see a jittery movement when moving my sprite. Movement is done via setting the position.x, position.y directly, and I've tried disabling/enabling physics on the sprite and they both have the same problem. I also have "game.renderer.renderSession.roundPixels = true;" . To simplify my testcase, I created a script that moves the sprite linearly to the left at using setInterval (moveFunction, 1000/30) at increasing displacement (started with moving it by constant displacement factor of 1 pixel every frame, then 2, 3, 4 and so on. As you can see, the jitter effect increases as the displacement factor increases. Why is this happening? And what can I do to fix this? (1px per frame) http://www.giphy.com/gifs/l4FGpD2zOOtGXklzy (3px per frame) http://www.giphy.com/gifs/xUPGcCZS0QiZn7Lp5e (6px per frame) http://www.giphy.com/gifs/26gR0ZrhVBHBgpvji (9px per frame ) http://www.giphy.com/gifs/3og0INYFVyL95ozchG (15px per frame) http://www.giphy.com/gifs/l0Iy3vQZaaHnADrnq