d13

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d13 last won the day on July 5 2015

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  1. @Deltakosh and @BitOfGold Thank you so much!! I will try that and let you know hot it goes!
  2. My I ask how you did your planet labels? (I've very new to using BabylonJS so I'm not sure how this is typically done.) I've been using simple HTML tags and this bit of code to make them follow the planet positions: planetMeshes.forEach((planet, index) => { scene.updateTransformMatrix(); let label = planetLabels[index]; var position2D = V3.Project( planet.position, BABYLON.Matrix.Identity(), scene.getTransformMatrix(), camera.viewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight()) ); label.style.left = position2D.x + "px"; label.style.top = position2D.y + "px"; }); ... the only problem with that is that the labels are on <div> layer above the scene. So it looks a bit weird when a planet passes behind another because its label still floats on top.
  3. This is awesome, thanks so much for sharing it!!! I've just started using it and it's basically done all my work for me I've got the entire solar system working with accurate orbits, and I even used the radius values supplied by `planet-positions.js` My next step is scaling: I'm experimenting with ways of keeping the relative sizes of the planets accurate but aesthetically scaling the distances between them so that the entire solar system could be viewed as a whole from one camera. I would love to accurately space the planets, but the problem there is that the solar system is very, very big and very, very empty: Although, I might add a slider to let users set the scale to a realistic 1:1 if they want to.
  4. Hi Everyone, I'm curious: which is best to use Cannon.js or Oimo.js? Is there a reason both are supported?
  5. Where would be the best place to start to implement such a feature?
  6. Oh I see!! That makes perfect sense now, thank you!!
  7. Thanks John! Could you explain how I could integrate that into the current formula?
  8. Thanks Jerome! In trying to come up with realistic orbits I need to somehow incorporate the actual eccentricity data. For example, Earth's is 0.017. My guess is that I should integrate it something like this? planet.position = new BABYLON.Vector3((10 - 0.017) * Math.sin(alpha), planet.parent.position.y, 10 * Math.cos(alpha));
  9. Hi Everyone! I'm bust building a semi-realistic solar system model. I found this example extremely helpful: http://www.babylonjs-playground.com/#1UGDQC#5 But, I have a question about how calculate realistic elliptical orbits. I know that an ellitical orbit can be calculated by modifying this line of code: planet.position = new BABYLON.Vector3(10 * Math.sin(alpha), planet.parent.position.y, 10 * Math.cos(alpha)); And, the eccentricity of each planet is well documented: http://www.enchantedlearning.com/subjects/astronomy/glossary/Eccentricity.shtml I know that an ellitical orbit can be calculated by modifying this line of code: But what I don't yet know is how calculate an ellipse based on those numbers. Can anyone help? Thanks!
  10. I'm busying updating those kittykatattack tutorials to use Application.
  11. Thank you - that explains it! Also, I wasn't aware that `alpha-tint` is now a single property, so that helps. But I do have one further question: what do `batchSize` and `autoResize` do?
  12. Hi Everyone! In v3.0, ParticleContainers had only a limited number of properties you could set: x, y, height, width, scale, pivot and visible. However, the current docs state that ParticleContainer extends Container: http://pixijs.download/release/docs/PIXI.particles.ParticleContainer.html Does that mean it how has access to all ordinary Container properties?
  13. Thanks @themoonrat! That's what I suspected
  14. Current status of Pixi development?

    Thanks Ivan, that's extremely helpful!
  15. Hi Everyone, Browsing through the Pixi docs, it looks like the correct way to initialize a Pixi app with an initial width and height is: let app = Pixi.Application({width: 500, height: 500}); It looks like Application only takes a single options argument. http://pixijs.download/release/docs/PIXI.Application.html#stage However, the examples use this format: var app = new PIXI.Application(800, 600); http://pixijs.github.io/examples/#/basics/basic.js The above is how v3 used to do it - is this now deprecated, and is the format in the Doc the most up to date?