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adam last won the day on October 8 2017

adam had the most liked content!


About adam

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  1. What's next?

    @aWeirdo What do you mean by isVertical? Can’t you just check the rotation to determine if it is vertical?
  2. API Documentation

    Use the search feature at Edit: I just realized that last link is dynamic terrain not dynamic texture You can also use the PG search:
  3. Babylon.js: A double array to 3d

  4. ... But is it babylonjs ??

    You must not know who Deltakosh is.
  5. Sugestion - tips&tricks

    This should be in the shadows troubleshooting section: It does seem a little odd to me that cleanBoneMatrixWeights isn’t done behind the scenes.
  6. Sugestion - tips&tricks

    And then update the doc:
  7. Move the object

    Use Vector3.TransformCoordinateToRef:
  8. Math Question

    Check this out: I think you are going to need another loop if you really need this to work with unlimited dimensions.
  9. Math Question

    I'd feel better about that if we could prove that it works with more dimensions.
  10. Math Question

    LOL thanks for the compliment, but I'm not convinced it's correct. You might need a nested loop. Not feeling good about the numDim -2, numDim -1 part. Hopefully, my attempt and the paper that John supplied will be enough for you to solve the problem.
  11. Math Question I haven't looked at the pdf. This might not be the correct approach.
  12. Math Question

    In my example, a and b are the vectors that you are crossing and r is the result. The vectors are arrays of dimensions (x is at index 0, y is at index 1, z is at index 2 and so on). Maybe you knew this already.
  13. Math Question

    I'd try something like this: for(var i = 0; i < numDim; i++){ r[i] = a[(i + numDim - 1) % numDim] * b[(i + numDim) % numDim]; } I haven't tested this. Edit: for(var i = 0; i < numDim; i++){ r[i] = a[(i + numDim - 2) % numDim] * b[(i + numDim - 1) % numDim] - a[(i + numDim - 1) % numDim] * b[(i + numDim - 2) % numDim]; }
  14. Scale mesh during velocity

    I would try turning visibility off for the physics meshes and then have another set of non-physics meshes that copy the rotation and position of the physics meshes. Then scaling the non-physics meshes will have no affect on physics.
  15. Ideally, you should not be instantiating and disposing objects while your scene is running. You should try to reuse objects as much as possible. Use the object pool pattern. Edit: On first read I thought that you were saying that your FPS dropped only when creating and disposing objects. If the FPS doesn't recover than I'd make sure you aren't inadvertently holding onto some references somewhere. It is possible that the issue is in BJS, too. I would still explore an object pool if that is compatible with what you're doing.