RNull

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  1. Like
    RNull got a reaction from satguru in BabylonJS CharacterController   
    @Deltakosh This would be a great addition for Babylon.js . I think it is quite well done not underestimating the fact that writing a good character controller is never easy. 
    @satguru Great job!
  2. Like
    RNull got a reaction from YngNAmbitious in [WIP] HTML5 MMORPG MadWorld Halloween Event - Play MMORPG   
    Yeah the main problem of the game is that you harly understand what is going on. Nevertheless, it is quite well done content wise, but is lacking alot in UX. I would describe it a mess.
  3. Like
    RNull got a reaction from Wingnut in Dynamic HUD   
    Hey @Wingnut  and @Deltakosh

    Thanks for the answers, I was pretty much losing hope of an answer . I hadn't noticed the existence of panels in Babylon.GUI, this definitely makes sense.
    I will give it a try and ask questions here if I have any !!
     
  4. Like
    RNull reacted to Deltakosh in Dynamic HUD   
    Hello I will recommend using stackpanel (skill bar is a horizontal stack panel and skills are buttons):
    https://www.babylonjs-playground.com/#MTWBAT
     
    @Wingnut: You can replace the buttons by stackpanels and it should work
  5. Like
    RNull reacted to Wingnut in Dynamic HUD   
    Hi RN!  Great questions!  Babylon GUI is rather new, so there are not many people who have done "advanced positioning" with BABYLON GUI.  I am still looking for a way to put two stackPanels side-by-side within a container... and I have been lightly-working on it... for almost 2 months!  I'll find out how, or die trying. 
    But don't be discouraged.  Deltakosh, the author of BAB-GUI... is still developing features and tweaks, and others are doing demented experiments and trying weird things, just like YOU are about to do.
    Perhaps the wise thing... is to make ALL your attributes at the start of the "panel making", but then set most of them control.isVisible = false;  Then simply make them visible... WHEN the player attains that skill/attribute. 
    A good question might be... "Does a control that is set .isVisible = false... continue to use vertical space in a container or stackPanel?"
    If they DO, then pre-installing ALL of them... will suck.  But you can probably add/remove controls from containers or stackPanels, too.  Still, perhaps CREATE them all, first thing.  Just keep them invisible and/or don't add them to an .isVisible stackpanel or container... YET. 
    I think addControl() and removeControl() are quite available, but just don't dispose the control.  Keep all those BAB-GUI controls for the player's yet-un-attained skills... nearby, ready to go, but hidden from the user.
    Try to use stackPanels and containers, and let the automatic positioners OF those containers... do their positioning work FOR you.  Use the GUI tracking feature... to make a container/panel track your player mesh.  Use the offset to place the container under/over/beside the player.  (You're probably already doing these things).   Consider leaving the GUI panel OFF most of the time... perhaps activating it with a right click on player (like a context menu). 
    Just some thoughts.  I think you have all the tools you need to get the job done.  Live-binding "status bar"  (continuously-updated skill level graphs)... might be a challenge... but I think IT can be done, too.
    But, I THINK I understand your worries.  Babylon GUI controls tend to be... rather static.  They are sometimes difficult update with new stuff.  We are all here to help, and Deltakosh is also nearby to suggest/approve feature-adding, and have great GUI solutions.  There's not many things that Deltakosh can't find a work-around for.  We have some super-sharp forum users, too... they can think up weird things that work.  We're here. 
    Share your experiments in a playground, and it will be easier for all forumers to help.  Later, you can move your experiments into your project.  Let's build a mock-up of your GUI... in a playground scene first. 
    I hope this helps.  Others will surely comment soon.
  6. Like
    RNull got a reaction from yodem in 3d models   
    You might also have a look at http://doc.babylonjs.com/exporters 

    Also Babylon.js comes with an asset manager incorporated. https://doc.babylonjs.com/tutorials/how_to_use_assetsmanager
    Ohh and welcome!
  7. Like
    RNull reacted to Deltakosh in Authorative server and multiplayer options   
    Here we are: http://doc.babylonjs.com/generals/nullengine
  8. Thanks
    RNull got a reaction from Francis Davidson in Kickin' It : with freestyle masters   
    Hey @Francis Davidson ,

    The game is quite nice, graphics also. One note though, probably you should remove the logos cause you might have legal problems as you don't own the rights of using them.
  9. Like
    RNull got a reaction from BitOfGold in Authorative server and multiplayer options   
    For anyone interested ( pinging @Arte ), I have managed to run Babylon on node using just the requirements of window object, headless-gl and a xmlhttprequest. Other than that seems like Babylon loads up fine. I am using xmlhttprequest because I am loading the models ( I use animation end to define damage ), probably you might not need it at all if all you want to do is computations.  Below you can find a snippet of code which works for me. I'll be happy to answer any questions .

     
    var express = require('express'); const Window = require('window'); global.window = new Window(); global.HTMLElement = window.HTMLElement; global.HTMLImageElement = window.HTMLImageElement; global.Image = window.Image; global.document = window.document; global.navigator = global.window.navigator; global.XMLHttpRequest = require('w3c-xmlhttprequest').XMLHttpRequest; var BABYLON = require('babylonjs'); var canvas = global.window.document.createElement('canvas'); var width = 64; var height = 64; var gl = require('gl')(width, height, { preserveDrawingBuffer: true }) canvas.getContext = function(thecontext,options){ return gl; } canvas.addEventListener = function (event,options){ return 1; } var engine = new BABYLON.Engine(canvas, true);  
  10. Thanks
    RNull got a reaction from Arte in Authorative server and multiplayer options   
    For anyone interested ( pinging @Arte ), I have managed to run Babylon on node using just the requirements of window object, headless-gl and a xmlhttprequest. Other than that seems like Babylon loads up fine. I am using xmlhttprequest because I am loading the models ( I use animation end to define damage ), probably you might not need it at all if all you want to do is computations.  Below you can find a snippet of code which works for me. I'll be happy to answer any questions .

     
    var express = require('express'); const Window = require('window'); global.window = new Window(); global.HTMLElement = window.HTMLElement; global.HTMLImageElement = window.HTMLImageElement; global.Image = window.Image; global.document = window.document; global.navigator = global.window.navigator; global.XMLHttpRequest = require('w3c-xmlhttprequest').XMLHttpRequest; var BABYLON = require('babylonjs'); var canvas = global.window.document.createElement('canvas'); var width = 64; var height = 64; var gl = require('gl')(width, height, { preserveDrawingBuffer: true }) canvas.getContext = function(thecontext,options){ return gl; } canvas.addEventListener = function (event,options){ return 1; } var engine = new BABYLON.Engine(canvas, true);  
  11. Like
    RNull got a reaction from Baker Xiao in Online game optimization   
    @Baker Xiao Well just let me know when you have anything to share, I would love to try it out.

    As for libraries/engines I am not using any, well except for socket.io but I mean, thats the minimum in my opinion. Uhmm yes it is very complex, I have already had experience in developing it so I was able to complete most of the networking in 1 week but still I am debugging and optimizing.

    About the investment, I believe you will have to rewrite some of your code to match the multiplayer architecture. I can send you a couple of documentations ( It's not that there are many around anyway  ) that you can use as a starting point.

    In any case, if anytime you are going for it, be sure you have everything figured out else, you may rewrite things again and again.
  12. Like
    RNull got a reaction from Arte in Authorative server and multiplayer options   
    Hey, well I just installed a window and navigation dependency for nodejs and it didn't give problems. However creating an engine gave a webgl context problem ( understandable ). I didn't go much further as I noticed that the headless webgl dependencies of Nodejs were all outdated, probably there might be a hack to it however I think I will just go with electron. I managed to run it headlessly and I read somewhere that it used the nodejs engine rather that of chromium. If that is the case I don't see any reason why I shouldn't go with it.

     
     
    Thanks will give it a look as well!!!

     
     
    Well yeah, reconcilitation is quite hard, I have also used another method than the classic one which I believe is even more performant and logical. About nodejs, I don't think it is worth the hassle, if electron runs it and I already saw that it was very fast, that should do. In any case, my code won't be related to the platform so should be portable very easily. If I decide change to pure nodejs someday and find a way I will definitely let you guys know!

    Also if there are other solutions available please let me know.

    Best Regards,
    RelativeNull.
  13. Like
    RNull reacted to FunFetched in Shell Shockers   
    http://shellshock.io
    My first BabylonJS project is a whacky multiplayer first person shooter featuring, well, eggs, of course! It's in very early development and still fairly rough around the edges, but it's super easy to jump in quickly and play. It's just been made public, so finding people to shoot may be a little hit and miss (pun intended). Enjoy!
    Facebook: http://www.facebook.com/ShellShockGame
    Twitter: https://twitter.com/eggcombat
  14. Haha
    RNull reacted to Deltakosh in Mirrored UV's   
    I would love to be able to dump @gryff's mind into a doc page
  15. Like
    RNull reacted to gryff in Mirrored UV's   
    @RelativeNull Well yes they are
    Compare these two scenes:
    Jack with Normal map
    Jack without normal map
    I deleted the normal texture from just the body - the face still the same in both models.
    By the way, the black hair has more verts and faces than the whole of the body
    The body mesh is not very good - no flow to the faces that you would get with lowpoly "box/edge" modelling
    And you still have issues with the bones and animation - 72 bones is way to many and the IK bones are not connected properly
    cheers gryff
  16. Like
    RNull reacted to gryff in Mirrored UV's   
    @RelativeNull : thanks for the .blend file:)
    Now I'm trying to figure out what you mean by " you don't take into account mirrored UV " and what you see as the problem?
    Here is your character Jack that I exported from Blender but I changed one of the textures to have a green number 2 on the chest. (See image below)
    Jack
    Walk towards the character - the image is mirrored. nicely. (I suspect the body and face meshes were created using the mirror modifier. If you don't want the the textures to be mirrored you are going to have to re-uvMap the meshes.)
    There are other issues though with your model - meshes poking through each other, the ugly shading on parts of the mesh, bones that are not used or set up etc.
    cheers, gryff
     
     

  17. Like
    RNull reacted to gryff in Mirrored UV's   
    @RelativeNull : yes be helpful to post your .blend file - it almost always is !
    Ohh - and ignore @Deltakosh 's comments about me
    And welcome to the forum!
    cheers, gryff
     
  18. Like
    RNull reacted to Deltakosh in Mirrored UV's   
    Hello this seems to be a question for our Blender god: @gryff