jerome

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jerome last won the day on October 26 2018

jerome had the most liked content!

About jerome

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  • Birthday 03/17/1970

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    http://jerome.bousquie.fr/BJS/demos/

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    France / Rodez

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  1. jerome

    New forum

    Waaaooowww thank you so much @rich I just thought it wasn't simply possible to get the DB dump and I didn't dare to disturb you for this... there are so many users in this forum, I imagine that you can't answer everything.
  2. jerome

    New forum

    That's very kind of you. But I think we have to think about a way to download everything. Fortunately (and because we decided early to migrate) there"s no hurry for now, we can think, study, test some ways to get the archive. We don't have access to the DB, it's a fact. But it's not a new one, it's something that we've ever been facing to. We were depending on another community's tool and on a service that doesn't allow to get the data back. It's a long time known issue. We can, from now, start to think how to get everything back whatever the way. No need for hurry.
  3. jerome

    New forum

    I agree : the current backup is really a problem we should take care of
  4. jerome

    New forum

    I personaly would prefer to remain. But I already know that the Phaser community's decision will force us to move in some near future. So it's probably better to take in hands our own future from now.
  5. jerome

    New forum

    I agree : whatever the mean, it would be more than great to dump, download or save all the existing stuff... because it's quite sure this will disapear for some reason once noone will post, animate or answer any longer I also have tons of explanations that I would like to save.
  6. jerome

    New forum

    Please read this : http://www.html5gamedevs.com/forum/33-phaser-3/ and this : https://phaser.discourse.group/t/welcome-to-the-new-phaser-forum/15 Rich is the owner of the current forum hosting, the BJS forum is simply a share in this hosting. The Phaser community will leave to Disclosure within weeks or months and the current Phaser forum will slowly die...in terms of community activity. It will still exist for archive/history reasons. Then Rich will have no more reason to maintain, animate (nor pay) for HGdev hosting, no more reason than archive/history necessity. I know we all love our current forum. It's not just a tool. The forum is our community cement ! it's our bar, pub, club house, what you prefer... it's the place where we love to talk about BJS, to make jokes, to show nice demos and to help others. It's a meeting place and a small part of humanity in this vast virtual space that Internet is. We all are conservative, we all love our logos, emoticones, pages, links, buttons, tiny red notifications, etc. Well, our habits. Because they help us to feel confortable. Hell, it's our home, here ! But the reality is that this home will certainly disappear due to the Phaser community choices. We were depending on them since the begining and fortunately they accepted to invite us and to host us when BJS was just a tiny thing with no fame. So, many thanks to them. Maybe it's time now that we grew up to fly with our own wings and to leave this crumbling house to get a better one.
  7. In this old demo, the particles are emited according to some theshold on some bass frequency in my memory : http://jerome.bousquie.fr/BJS/demos/spssound.html
  8. You did this in only 3 days ???? That's AMAZING !!!
  9. it's not black ... just added another point light at the cam position : https://playground.babylonjs.com/#HHV38I#3 same double-sided as suggested by Wingy : https://playground.babylonjs.com/#HHV38I#4
  10. you can also set simply the particles invisible : particle.isVisible = false
  11. sps.mesh.scaling = someVector3 is the right way to go in your example, it seems also that mouseWheelDeterminant is always undefined https://www.babylonjs-playground.com/#ML2LR9#5
  12. I don't think so because it's just some JS that is generated finally. This will rather impact the RAM consumption. But ... as people can manage dozen thousands particles in their SPS, I wouldn't add a default property that could never be used because people don't need it. I'm not a TypeScript expert, but I think there must be a way to re-open a class in order to add a property as JS allows it with prototypes (never forget that the final code is simply JS. Maybe some TS experts here could answer better than me. Anyway, the notation with SolidParticle.prototype.property should still work, because TS is still JS. If you can't modify the SolidParticle class and you don't want to manage a side array, maybe you could create your own objects (LogicalSolidParticles ?) either by extending the SolidParticle class, either by embedding the reference to the SolidParticle instance (the SPS will treat only SolidParticles, not other objects) in your own object type holding its dedicated properties. Then you could process your logic on the LogicalSolidParticles and just set the linked SolidParticles according to what they are supposed to do. It's a bit the same approach than the side array one, but you manage a pool of logical objects, each refering its related SolidParticle instead. There are plenty ways of doing. It would nice anyway to have an elegant way to reopen a class directly in TS.