• Content Count

  • Joined

  • Last visited

Everything posted by CaptainJustin

  1. CaptainJustin

    Good Game

    Greetings everyone! A few of us are building an in-browser multiplayer game in BabylonJS. It's been fun! The code can be found on Github. If you have someone to play with, visit: The server is in South Africa so it might be a bit laggy depending on where you are. We're looking at building AI for bots and re-skinning the models for the game. * If you are interested in being involved please shout! *
  2. CaptainJustin

    Good Game

    A suggestion on one forum is it could be that I'm not hosting over ssl
  3. CaptainJustin

    Good Game

    Woh! Thanks for the heads up. Could I ask a huge favor? Would you mind pasting the message Avast gives you? There's literally nothing dodgy in there. You can see the code on github
  4. CaptainJustin

    Best approach to moving mesh quickly along a fixed path

    Thank you @Dad72. This looks fantastic!
  5. Good day I'm working on a small multiplayer game and I've bumped into a problem. I'd like to ask the community if you have any ideas about moving a mesh along a well understood line (xyz --> xyz) at a particular speed? At the moment I'm using a 'hacky solution'. setInterval mesh.position.x += Math.sin(this.sBullet.point.rotation) * this.sBullet.speed * 3 mesh.position.z += Math.cos(this.sBullet.point.rotation) * this.sBullet.speed * 3 I've noticed some lag when there are many bullets flying around. It occurred to me, that with the path and speed being static at the point of the bullet being instantiated I might be able to "set it up and let it go". May I ask if anyone has come across a super efficient way to hand this over to Babylon or a lower level instead of using a timer and increment it every couple ms in JS?
  6. CaptainJustin

    Good Game

    BTW we're looking for someone to do our 3D models. If anyone is interested please shout!
  7. CaptainJustin

    Good Game

    Hello Wingnut Thank's for the welcome! And also for the bug report! I suspect it's an bug on my part as we haven't tested on FF before. Appreciate the tip!