Dad72

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Everything posted by Dad72

  1. Dad72

    Web Game Editor (MMORPG)

    I hope everything will go well. It is an honor for me that the owner of Babylon tests my editor. Thanks.
  2. Hello, I'm proud to talk about version 2 of my MMORPG editor (FR and ENG) that I renamed to "Web Game Editor" instead of "HeroonEngine" which was a name that looked too much like another existing editor. This version 2 comes with a new, more modern, community-based website. It will be possible to find a manual and video tutorials for getting started, as well as a shop and a forum (FR and ENG). The editor has undergone many improvements, new features and various fixes to make it more stable, more functional and more successful. Some things have been totally rewritten. It will come with a small Integer demo that contains two terrain and plenty of media on offer. I should hopefully release version 2 in the month and make an announcement of its release. For the moment I present it here. I have been working on this editor for years since BabylonJS was born. The editor has been renamed 4 times and rewritten 3 times totally and this name is the last change. Content and features: Here is some screenshot:
  3. Dad72

    Web Game Editor (MMORPG)

    Hello, I made a complete redesign of Web Game Editor which now no longer uses the tabbed system. Instead, I wanted to do something more modern and more original. I recreated a system in the Windows 10 style with a customizable desktop, movable icons that can open editors and others. In the previous version I loaded all the engines for each editor which made 8 in total. In this version I only load 1 engine when opening an editor. If you open a second editor, a second engine is loaded. and if we close an editor, the engine is removed. When multiple windows are open, they are in the taskbar and each window can be minimized and reopened as does Windows 10. I also made a "menu start" the "W" at the bottom. which allows you to create projects, change the language, update, start the game to test it and somethings else. I am rather satisfied with this redesign. I intend to release this version 3.0 this Friday, November 14th. I'll make an announcement that it will be ready. Here is an image of this redesign in the Windows 10 style : I hope that you will like. Do not hesitate to tell me what you think of this originality. It's something I've never seen before and I find the idea pretty cool. But I am interested also by your point of view to you.
  4. Dad72

    Debugging physics with the inspector

    Wow. I hope you do not forget to sleep. 😀 In all this is great all its advances.
  5. Dad72

    Debugging GUI with the Inspector

    Cool, I've been waiting for this feature for a long time. Thanks
  6. Dad72

    Inspector v2.0 is ready for testing

    Thank you for the grid code. Another little thing. When I select a sphere for example and go to Display and activate infinite distance, the sphere disappears and if I deactivate the sphere does not reappear. I do not know if it's a bug or normal behavior.
  7. Dad72

    Inspector v2.0 is ready for testing

    Everything seems to work well, I have not found any problem for the moment. 👍 Else, I really like how the grid is made and I wondered how it was made, is there a PG or can we find this grid? How is this done? I would like to do the same. Thanks I'm still experimenting with this new toy to get to know it, it's really a cool and fluid tool. Little thing, I tend to click on the text to open Nodes, Materials, Textures ors that you have to click on the little more. Maybe the event could be added to the text as well? Something else : The text is not complete here:
  8. Dad72

    Inspector v2.0 is ready for testing

    Ok, I found the conflict on my project, I had a class that I named Map class Map {} By renaming it MapBox class everything is good. The inspector is displayed. Thank you DK and sorry for the inconvenience.
  9. Dad72

    Inspector v2.0 is ready for testing

    @Deltakosh. Good after several tests, it works and I understood, I think, why. Here is how I reproduced a problem (on teste3.html): The inspector disappears after the creation of the Layout: http://www.babylon.actifgames.com/teste3.html (I do not know if this is an expected / normal result?) In this example we can see that it works if the layout is created before the scene : http://www.babylon.actifgames.com/teste4.html On my project, my layout is created when the dialog opens (If I do it when loading the page, my layout has value 0 in height because the dialog is not yet displayed.) The engine and the scene is it loads at the start of the page, we are, I think as in the example teste3.html. So, if what happens in teste3.html is normal I'll have to start the engines and scene after the layout is built, or you think it's a bug to fix... .In any case I had 'Intent to make my engines run when I open the dialogs to create less engine compared to my previous design by tab (8 engines was load. I will try to load only 1 engine per open dialog and have them dipose() when we close the dialog) I will make an announcement very soon of my version 3.0 of Web Game Editor where I did something very original for its new design. 😁
  10. Dad72

    Inspector v2.0 is ready for testing

    I do not know why, but the old inspector does not want to work anymore. Before the editor was in a tab() and it worked, now he is in a dialog(), I do not know if it creates the problem, but I will test tomorrow outside my editor and I will tell you more surely with live demo.
  11. Dad72

    Inspector v2.0 is ready for testing

    I use Google Chrome. Yes I can go back to the previous version of Babylon.
  12. Dad72

    Inspector v2.0 is ready for testing

    Yes I heard about it, the incompatibilities between Jquery-UI and React. My project uses Jquery dialog and tabs ... and all the editors are integrated into Jquery-UI. I made a complete overhaul of my editor Web Game Editor where all my editors instead of being in tabs are in dialogs to open the windows that we need.
  13. Dad72

    Inspector v2.0 is ready for testing

    I have the same error.
  14. Dad72

    Inspector v2.0 is ready for testing

    Yes I suspected that Jquery was there for something. Thanks for the workaround. And thank you for this wonderful new tool.
  15. Dad72

    Inspector v2.0 is ready for testing

    Uncaught TypeError: root.pendingInteractionMap.forEach is not a function at renderRoot (react-dom.development.js:16493) at performWorkOnRoot (react-dom.development.js:17387) at performWork (react-dom.development.js:17295) at performSyncWork (react-dom.development.js:17267) at requestWork (react-dom.development.js:17155) at scheduleWork (react-dom.development.js:16949) at scheduleRootUpdate (react-dom.development.js:17637) at updateContainerAtExpirationTime (react-dom.development.js:17664) at updateContainer (react-dom.development.js:17691) at ReactRoot../node_modules/react-dom/cjs/react-dom.development.js.ReactRoot.render (react-dom.development.js:17957)
  16. Dad72

    Inspector v2.0 is ready for testing

    Ok. Here is the error that I have: My project is not online, I am local. I heard something some time ago that there was maybe conflict with Jquery and React and my project uses Jquery has 80% for are interface and DOM modification. I tried on another Field Editor project that does not have as much layer overlay for the canvas and it works. If you really want something debug live I'll try to do it tomorrow. I think it's because my canvas is in a Jquery-UI dialog box
  17. Dad72

    Inspector v2.0 is ready for testing

    Hi, It's great, I just tried, but it does not work at home. The previous inspector was working. Are there any special things that need to be added ? I add : <script src="JS/babylon.inspector.bundle.js"></script> And use : scene.debugLayer.show({embedMode: true, handleResize: true}); But nothing is displayed and in the console I have: I do not know if it's a z-index question. My project uses a contener layout which is add in a jquery-ui dialog. I have several layers between the body and the canvas. It worked with the former inspector.
  18. Dad72

    Code help

    The mistakes speak for themselves. The "World" variable does not exist. And the folder images of the skybox are not find (the path is not the right one.)
  19. Dad72

    Inspector v2.0

    Simply great. I love, I'm a fan, I can not wait to test and integrate it into my project. C'est génialissime. Thank you DK 👍
  20. Dad72

    How to link Bone in Skeleton

    With: mesh2.parent = mesh1; mesh3.parent = mesh1; You can link multiple child objects to a parent. Then when the parent moves or pivots, all the children do the same.
  21. Dad72

    Add metadata in GUI elements

    Yes it is exactly that, sorry for my bad english. It is easier to transmit the data or to recover them as well like this.
  22. Hello, I wanted to be able to add metadata in a GUI element as we can do with meshes. But that does not exist. I would like for example in my inventory, add a background image that corresponds to a 3D object, but the slot of the image contains information like the 3d object that corresponds to it and others that I want to add in a metadata. Would it be possible to add this in GUI?
  23. Dad72

    Add metadata in GUI elements

    Thank you Dylan. But the metadata now exists. I will try to explain better for you You have an inventory in which you storing objects in MMORPGs. The object is represented by an image.If we click on this image, I want to retrieve a 3D object, so my metadata is used to store more info corresponding to the image. In short, this subject is solved, the metadata have been added. I will not create a class by object because objects can be made. Have you ever played MMORPGs, you may understand better what I mean.
  24. Dad72

    Add metadata in GUI elements

    I think this can be useful for many people the metadata in GUI to store and transfer data. As you say, this is not a major change that will have an impact on users or memory. I made this request for the sake of simplicity for me, but now that it exists, I'm sure others can find it useful on big projects. There is some demand that I made a long time ago when I read that it was not very useful and if we look today it is very use.
  25. Dad72

    Professional support for Babylon.js

    If you have a problem with a customer, you can ask the question here and get an answer in a few hours generally. Deltakosh answers every day to everyone. I do not think that he decides one day to make a paid version as in unity 3D. I hope that will never happen. Anyway, the current free version of Babylon is professional quality, I do not see how a professional version paying would bring more things to the engine apart from a private support that would be in my opinion as fast as here on this forum. There are a lot of professional here and great developer who have great competence on this forum. Be welcome. Babylon is a good choice for professional projects.