HoloLite

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Everything posted by HoloLite

  1. Hello, After updating from alpha9 to 11, I noticed the following API changes in bjs on: action manager shadow generators. Here are the compile errors: ERROR in ClientApp/app/VkCore/Vk.ts(414,38): error TS2551: Property '_actionManagers' does not exist on type 'Scene'. Did you mean 'actionManager'? ClientApp/app/VkCore/Vk.ts(704,20): error TS2551: Property '_actionManagers' does not exist on type 'Scene'. Did you mean 'actionManager'? ClientApp/app/scenes/CityExplorer.ts(691,192): error TS2339: Property 'shadowGenerators' does not exist on type 'AssetContainer'. Would someone know what's the new replacement api should be ? Thank you
  2. HoloLite

    Breaking API changes in alpha11

    Got it. Thanks for the explanations.
  3. HoloLite

    Breaking API changes in alpha11

    Btw, upon looking at my codes deeper, those references are not critical and I could safely remove them. I am guessing though that there are some changes in the action manager and shadow in bjs. Right?
  4. I guess the questions are for @brianzinn or anyone else who knows :) Now that 3.2 is officially out and does have the basic support for gearVR, I am really eager to try it on. 1. So tried my app on the GearVR, but the controller does not show up. It works on winmr and vive btw. Do I need to do anything special ? 2. Which of the observables are currently supported ? In particular I am using the following four. Please let me know which one(s) are supported. I believe the GearVR does not have menu button, so that one is probably not available, but the touchpad values and button are needed. this._vrHelper.onControllerMeshLoadedObservable.add((controller: BABYLON.WebVRController, eventState: BABYLON.EventState) => { controller.onMenuButtonStateChangedObservable.add((eventData: BABYLON.ExtendedGamepadButton, eventState: BABYLON.EventState) => { // do something... }); controller.onTouchpadValuesChangedObservable.add((stickValue: BABYLON.StickValues, eventState: BABYLON.EventState) => { // do something... }); controller.onTouchpadButtonStateChangedObservable.add((gamepadButton: BABYLON.ExtendedGamepadButton, eventState: BABYLON.EventState) => { // do something... }); } Btw, I really look forward to testing babylonjs webvr app on the new OculusGo. The oculus and Samsung browsers seem to have pretty good support for webvr. I am hoping the bjs controller support for gearvr would work for Go as well.
  5. HoloLite

    Using the GearVR controllers

    Hey Mackey, just to make sure I understand the question, are you referring to handling the select or trigger button event? In other words, how to hookup your callback for this event? So that when user select a mesh and click on it, your callback is getting called? Or are talking about something advanced here?
  6. HoloLite

    Using the GearVR controllers

    It seems like there are problems with recent bjs build with regard to Go support. Qs for you: Which version of bjs are you using? Does the controller mesh actually show up on the scene?
  7. HoloLite

    Using the GearVR controllers

    Btw, just curious, which VR headset are you using to run this?
  8. HoloLite

    Using the GearVR controllers

    Well you are referring to the bottom-right small VR button right? When you click the button, you will enter the VR mode where the scene starts rendering inside the VR headset, by then the button will disappear. This is expected behavior. You can programmatically call bjs api to exit the VR to go back to the browser mode again.
  9. HoloLite

    Demo with Ammo.js Physics Engine

    Ah yes, sorry for my misunderstanding That would be awesome!
  10. HoloLite

    Demo with Ammo.js Physics Engine

    Hey Mackey, good to hear from you again Well there are problems with plugin: - non standard, breaking cross browser compatibility, security issues etc. In the end, people won't use it. Remember silverlight? Not to mention the hassles of installing the plug in, which is against the spirit of webapp app development. I have high hopes for webassembly!
  11. HoloLite

    GearVR and Occulus Go

    I would consider a full VR device as one with 6DOF for both the headset and controllers.The standalone Go/GearVR is only 3dof, but it is still very important vr device imo because of its low price which makes it more available to the public. Since you have lots of experience in 3d web, moving to webvr should be easy imo. You probably need to learn only a few concepts to get started: VR platform specific controllers handlers/callback Babylonjs already provides abstractions for this. Afaik, the standard libs are sufficient. As each controller has its own unique buttons etc, the handling is a bit different for each controller. GUI for VR. Babylonjs also provides the UI layer for VR. You want to get used to the input methods via the controller Performance is harder to achieve than browser 3d apps. Depending on the complexities of the scenes, getting 60 fps or higher on webvr can be challenging, especially on low end device like Go. As far as build and packaging, it is separate from bjs. It's true this is not covered by bjs docs as this is not considered core bjs stuff. But this gives you flexibility to choose whichever webapp framework you want to use. I personally use the angular with bjs npm packages, it's really easy to debug and package the app. I am sure the same is probably true with others.
  12. HoloLite

    Using the GearVR controllers

    It is great to have an accomplished toolkit dev like you to start focusing on webvr! AFAIK most folks on this forum are html5 games devs, the webvr devs are not many. I want to see more getting into babylonjs vr. This will be awesome. Yeah the beauty of webvr is you develop once for all different vr headsets. WebVR api and BabylonJS layer take care of the platform details for you. Usually the only platform specific stuff that your webvr apps need to worry is the controller event callbacks. I think bjs will move into webxr in the near future as well, by then we can develop apps for both vr and ar devices.
  13. HoloLite

    Using the GearVR controllers

    I am also still learning this stuff. Here are a few pointers to get you started. https://doc.babylonjs.com/how_to/webvr_helper Excellent articles by DavRous https://www.davrous.com/2017/12/22/babylon-js-vrexperiencehelper-create-fully-interactive-webvr-apps-in-2-lines-of-code/ https://www.davrous.com/2017/07/07/from-zero-to-hero-creating-webvr-experiences-with-babylon-js-on-all-platforms/
  14. HoloLite

    Using the GearVR controllers

    @MackeyK24 Hey! I thought this was the very idea of webvr itself! No plugin, no install, no store! You only need to run the oculus browser that comes with gear vr and oculus go and point to your website where you host your webvr app. Check this sample app: https://hololite.github.io/CityExplorer/?speed=10 It runs at ~30 fps on the Go or Gear. Decent but can be improved imo.
  15. HoloLite

    Using the GearVR controllers

    @brianzinn welcome back :) Well, someone has fixed it (I believe deltakosh), now the controller is showing up - although the mesh is not the precise same one used by Go. I am still having troubles with the Go event handler. Seems like I am not getting the callback.
  16. The alpha8 broke my build. Stuff was building and running fine previously up to alpha7. I am using angular 5 (with webpack internally). My package.json settings related to bjs: "babylonjs": "^3.2.0-alpha8", "babylonjs-gui": "^3.2.0-alpha8", "babylonjs-inspector": "^3.2.0-alpha8", "babylonjs-loaders": "^3.2.0-alpha8", "babylonjs-materials": "^3.2.0-alpha8", "babylonjs-post-process": "^3.2.0-alpha8", "babylonjs-procedural-textures": "^3.2.0-alpha8", "cannon": "0.6.2", "core-js": "^2.4.1", "oimo": "^1.0.9", Here are the error messages: ERROR in node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(842,39): error TS2304: Cannot find name 'IAccessor'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(845,47): error TS2304: Cannot find name 'IAnimationChannel'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(850,24): error TS2304: Cannot find name 'AnimationSamplerInterpolation'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(853,47): error TS2304: Cannot find name 'IAnimationSampler'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(856,40): error TS2304: Cannot find name 'IAnimation'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(861,37): error TS2304: Cannot find name 'IBuffer'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(864,41): error TS2304: Cannot find name 'IBufferView'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(867,37): error TS2304: Cannot find name 'ICamera'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(869,36): error TS2304: Cannot find name 'IImage'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(872,39): error TS2304: Cannot find name 'IMaterial'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(877,35): error TS2304: Cannot find name 'IMesh'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(880,44): error TS2304: Cannot find name 'IMeshPrimitive'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(882,35): error TS2304: Cannot find name 'INode'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(895,38): error TS2304: Cannot find name 'ISampler'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(898,36): error TS2304: Cannot find name 'IScene'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(900,35): error TS2304: Cannot find name 'ISkin'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(904,38): error TS2304: Cannot find name 'ITexture'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(906,35): error TS2304: Cannot find name 'IGLTF'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(1000,57): error TS2304: Cannot find name 'ITextureInfo'. node_modules/babylonjs-loaders/babylonjs.loaders.module.d.ts(1035,93): error TS2304: Cannot find name 'IProperty'.
  17. Hello, Can we have the latest alpha build (alpha.3 as or now) pushed to the npm server ? I want to try out DavRous's latest cool codes on the new ui. Thanks
  18. HoloLite

    Latest alpha build on npm

    Thanks for the correction. In the past, the alpha builds are also listed in the bjs npm home page, I guess this has changed. From now I will be looking at the version tab. And looks like alpha.6 is out too.
  19. HoloLite

    Latest alpha build on npm

    Thanks! Just checked the npm web site now. It still says version 3.2. https://www.npmjs.com/~babylonjs I guess it's not been propagated yet. Will check later today.
  20. HoloLite

    Latest alpha build on npm

    Oh sorry about that. I do have full trust on both of the bjs heroes Thanks! And can't wait...
  21. HoloLite

    Latest alpha build on npm

    Would someone please volunteer to push the latest alpha to npm ? Or maybe tell me how to build it myself. My hands are already way too itching to try out the latest changes to the cool UI. 😀
  22. HoloLite

    Demo with Ammo.js Physics Engine

    Thanks JK for the bjs samples for ammo.js. Now that I feel very comfortable with this whole wasm, empscripten tool chain, js<->c++ interops, I am going to look into this with excitement!
  23. HoloLite

    Demo with Ammo.js Physics Engine

    @RaananW hello! any update on the ammo.js support ? Would love to see the branch if it is available. I started looking into the wasm/emscripten side recently and very intrigued by the possibilities of porting c libs into wasm.
  24. HoloLite

    Babylon Toolkit Developer Portal

    @MackeyK24 I have updated the bjs wikipedia (still draft) to reflect the new portal site. https://en.wikipedia.org/wiki/Draft:BabylonJS