Puck

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  1. Perfect. Thank you @Deltakosh! I'm finally gonna fork the engine this evening and take a look at that, as well as properly integrate the Ammo.js plugin I jury rigged. If I come up with anything useful I'll send back a pull request on Github.
  2. To expand on what was already said, for me the biggest advantages are: 1) The default build is much, much smaller than Unity's default WebGL build and there's much more potential to trim that size down even further. 2) Free and open source with a code base I can understand and relate to, so extending the engine is a practical prospect for a single developer like myself. 3) I can write UI using web technology and deeply integrate it with the engine for a much better experience than Unity's UI system with much less work on my part. 4) Much easier integration with other web technologies like HTTP and Websocket requests.
  3. Thanks for replying as always! So beyond making (possibly significant) adjustments to the collision system there's no real solution? I tried a very small value for gravity (0.03) and still experienced sliding, though the camera does seem to "stick" after sliding a certain amount. Unfortunately it also has the expected side effect of making the camera fall very slowly when walking off an edge. What I would really like is to be able to set some kind of "sticky" or "friction" value on a per mesh basis that prevents the camera from sliding relative to that object when they are touching. That way I could set sticky for surfaces the player should be able to stand on like stairs, while still allowing sliding for surfaces the player isn't meant to walk on. It would be super useful for moving platforms as well! I'll take a look at the collision code myself. Advanced math really isn't my forte, but Babylon has a great code base so maybe those parts will be abstracted well enough that I can still muck around with it.
  4. Playground demonstrating the issue: https://playground.babylonjs.com/#9JSLE2 Explanation: I'm trying to create a simple walk around scene and the built in collision system seems to work pretty darn well (Who needs a physics engine anyway?) but I've noticed that when I add any kind of slope the camera will slide down it -- in a real hurry too if gravity is set realistically! I noticed that this doesn't happen with the stairs in the Espilit demo, but looking at the scene file and demo.js I can't figure out how it's managing that. Is there a friction setting or something that I can set for objects like stairs and ramps?
  5. Puck

    What's next?

    I know it's on the road map, but I would love to see cascaded shadow maps for directional lights make it in soon. As I understand it's a pretty hard thing to do well but I've been spoiled by them!
  6. Your argument makes sense, but it's in opposition to how every other Blender exporter in existence works so it might help to be very explicit about that in the documentation here: http://doc.babylonjs.com/resources/blender Rereading it now knowing where to find the settings I understand how it's written, but it wasn't clear to me that the settings are part of the panels where the equivalent settings are explained. Regardless thank you for your work and your answer!
  7. I downloaded the latest blender exporter for Babylon (currently 5.6.2), but I noticed that when I try to export there are no options for the exporter. See here: I tried with blender versions 2.79 and 2.80, and while the exporter does work in 2.79 I can only export with the default options. I've always hated Python so I'm not clear exactly what's happening, but I did notice that if I combine the contents of the JsonMain and ExportSettingsPanel classes I do see the options panel as intended. Does anyone know what's going wrong here?
  8. Puck

    Loading from a string

    Oh, so JSON. I understand now. Thanks Deltakosh!
  9. I've been looking over the documentation and samples for Babylon looking for a way to load a scene or mesh directly from memory, and I noticed in the documentation it says this: What does that mean exactly? I looked at the source too and can't figure out what kind of format it expects? Data url? Straight base64? Binary as a UTF16 string? Alternatively, is there another way to load things from memory instead of from file?