Dad72

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Everything posted by Dad72

  1. It was still working a few days ago, but now it's no longer a builder. https://www.babylonjs-playground.com/#UB58DY
  2. Dad72

    Babylonjs consumes too much memory

    I can not really know it for you, I do not know what you have on your computer and what you use. I suppose because usually if something does not exceed 2 GB of memory is because of the 32 bit. But it may be something else.
  3. Dad72

    Babylonjs consumes too much memory

    You use something in 32 bit for not that it exceeds 2 GB. The 32 bit does not manage more than 2 GB. May be a track to explore.
  4. Dad72

    Sample code for features in babylonEditor

    Yes the appearance is much better like that. For the code to use, can be a question of current usage habit. [edit] Snap mode does not seem to work with the 3 axes (why could not this work also with the 3 axes?) : https://www.babylonjs-playground.com/#31M2AP#21 I find it regrettable that the rotation is with rotationQuaternion not not the possibilities to define euler. it was for me a preference to use euler, because I block quaternions on my meshes with mesh.rotationQuaternions = null; because I have to do it like that on my characters to control them more easily. And I recover in an editor the data euler and not quaternion. We can add layerMask to the gizmo ? because I have scene that uses it and suddenly it could be useful. In the case of using multi window to make a minimap, I would not want the gizmos to be displayed in the minimap, so LayerMask is useful for that. It would also be interesting if you could add to gizmos the ability to move multiple axes at the same time for position and scale. For example by adding a small cube in the center of the gizmo as can be seen on the images of examples. This can be very useful for resize the 3 axes at the same time or move 3 positions by selecting this center Thank you
  5. There are occlusions query for this. Meshes behind another: hide mesh.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_STRICT; http://doc.babylonjs.com/features/occlusionquery Edit: Oops, I had read wrong, I understood inversse
  6. I agree that this should be the same result as resizing the height where all the scene is expanding or shrinking.
  7. Yes I understood. But what I see is that the sphere remains a sphere. it does not become oval, so it is resize. IF this was not the case, the sphere would become oval Let's wait and see what Deltakosh will say about that. But I always assume it was normal behavior.
  8. At home, they are resizing. I see what you mean. I think Deltakosh can answer you better, but I think this is normal. I see correctly resize. If it were not, your object would no longer have the correct starting form after resizing width or height. If you look at a sphere, even after resizing it must remain a perfect sphere and not an oval
  9. Dad72

    Performance Optimization tips.

    Hersir has right. setEnabled(false) no longer makes the mesh on the scene, but visibility=0 just makes the mesh invisible but still rendered as if it were visible somehow.
  10. engine.resize () is for the width and height of the screen logically Try on a PG to shrink the code to enlarge the scene in width and you'll see that it works also for the width and for the height
  11. Dad72

    Sample code for features in babylonEditor

    @Trevordev. Yes, I was talking about appearance. I thought that gizmo would look more like something that brings you closer to what you can see in software. For simplicity, I create them this way : // Init manipulator (mesh attached, camera, canvas, options) this.manipulator = new Manipulator(mesh, scene.activeCamera, canvas, {scale: 0.75}); // Local or work manipulator this.manipulator.setLocal(false); //Tranforme position this.manipulator.enableTranslation(); //Or Tranforme rotation this.manipulator.enableRotation(); //Or Tranforme scalign this.manipulator.enableScaling(); // For close manipulator this.manipulator.detach(); I have recreated a class of the version of Satguru that you can find here: Class Manipulator (Appearance as from the line 1251) The API here : API
  12. Dad72

    Babylonjs consumes too much memory

    Yes, ask all users to have the latest graphics card and a latest-generation I7 processor. 100 000 mailles is really huge. I do not even know how to add so many objects to a scene, it must be a sacred work to achieve. Very very long. I do not even imagine how many images there are to load. To add 1000 meshes already on a scene is already enormous provided to have instances to create otherwise the FPS are really low and the users will not really be able to benefit from your game and will leave after 2 minutes of use.
  13. Maybe it would be useful to give more information, details about the game you want to create on facebook, the required skills ...
  14. Dad72

    Sample code for features in babylonEditor

    GIT: https://github.com/ssatguru/BabylonJS-EditControl Demo : https://ssatguru.github.io/BabylonJS-EditControl/demo?stable
  15. Dad72

    Sample code for features in babylonEditor

    For my part, I will continue to use the gizmo EditControl by Satguru, they have a more common desing and its less complicated to set up or use.
  16. Dad72

    TYPESCRIPT in Playground

    It was just to say that we should not do it. I understand your point of view Brianzinn. As they say, the tastes and the colors ...
  17. Dad72

    TYPESCRIPT in Playground

    I do not like TS programming, I prefer JS directly by using ES6 with "class". I find the JS ES6 programming clearer and more interesting, even for big projects. TS for the big projects is a perfect illusion. I do not even want to learn TS, if I have to learn a compiler language I'm going to C#, Java, C ++. I choose programming on the internet to avoid compiling language, so TS does not interest me at all. After, I understand that some people feel more comfortable with this language compiled. But remember that this is not the case for everyone. When I search for a game engine, I search for a engine written in JS, not TS. Babylon is for JS. Oh and Babylon exists also in C# (whith XNA) for those interested, you have a real language compiled. I have always seen TS as a necessary language compile useless. Javascript ES6 is better now for big project. It remains that my point of view, I know that some people will not agree and say that TS is great, but do not denigrate the javascript for as much. Babylon was originally written in Javascript for the sake of Javascript. I'm not against TS but do not incite the peoples to learn TS because you find it better. There is no language "better "and the JS ES6 is interesting enough for development on the internet.
  18. Dad72

    TYPESCRIPT in Playground

    I think pryme raises a question that I understand The engine is develop with TS and users use JS. If we find examples ts and js, beginners can be confused or even say that it is too complicated to see this language TS. Leave TS to the engine developer, and leave JS to the engine users. Otherwise it means that the future examples we will have on the forum when we ask for help will be in TS because those who are more experienced will want to use TS and it will be a real hassle. Others will continue to use JS, but we will find help written in TS and written in JS. After that, you will also have to open a forum for TS users. I do not even understand the interest of having a PG for TS since Babylon is for JS for the end users, so examples in JS is sufficient. I'm afraid that in the end we find with full TS example for users and it will be a disaster for sure with requests to convert TS => JS.
  19. Dad72

    Babylon objects shop

    I updated the shop. It is now a community shop where everyone can offer and sell items. so that everyone can find what he needs. Do not hesitate. A menu so that everyone can add models on the store. A profile editing page and to see the items you put in the shop and what you sold and edit items ... A contact page. A new small navigation menu A page to know more about our shop. A page for the conditions of sale The possibility of disconnecting from the site. If you notice any bug, thank you to let me know I would correct quickly. The site being at its beginning, may have small error despite all our tests. Do not hesitate to register to see more details on the products.
  20. Hello, I propose you here a shop to download models 3d for Babylon. Each download contains a .max file (for 3ds max) a .babylon file and all the textures. The models are ready to use and you can do whatever you want. The modeling is medium poly and are designed to be usable in a game. I would complete the shop from time to time. I also plan to add free templates later and you will have later, also the opportunity to add models in the shop either free or for sale. I hope it will be useful. Do not hesitate if you have any questions. Link of the store
  21. Dad72

    Export specular textures with 3ds max

    Thank you for all your explanation, I perfectly understood and yes I had correct yesterday for channel 1 and 2. My specular level textures was all on channel 3. I have more error now. I also delete all my specular level textures and add them to the specular color instead.
  22. Salut, Les textures spéculaires ne sont jamais exportées avec l'export 3ds max (2017). Tous mes modèles sont des textures, diffuses, spéculaires et bosselées. Diffuse et bump sont correctement exportés, mais pas les spéculaires. Merci d'avance.
  23. Dad72

    Export specular textures with 3ds max

    I just realized that it's my fault. my foliage images no longer had transparency. So no problem. It works properly. Sorry for inconvenience. So I solve. Thank you Noalak
  24. Dad72

    Export specular textures with 3ds max

    The penultimate version.