d13

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  1. Like
    d13 got a reaction from distraub in Drawing an Arc on a Sphere from Point A to point B   
    @distraubThis is awesome!!
    The `projectLatLongToSphere` function was exactly what I needed for my current project.
  2. Like
    d13 got a reaction from ivan.popelyshev in [PIXI] Changing sprite textures   
    Hello!
     
    Could any experienced Pixi users out there please tell me if what I'm doing is really bad?
    I'm changing sprite textures using some code that looks a bit like this:
    var section = new PIXI.Rectangle( sourceX, sourceY, sprite._sourceWidth, sprite._sourceHeight);sprite.texture = new PIXI.Texture(sprite._baseTexture, section); `_baseTexture`, `_sourceWidth` and `_sourceHeight` are all what you think they are.
     
    Is this OK or am I entering some kind of garbage collection death-spiral that I don't know about?
    Is there a better way or more "best-practice" way to change sprite textures? 
     
    Also, I'm getting a slight flicker when the texture changes using the WebGL renderer. The canvas renderer is fine... I don't know if this is a Pixi bug or because I'm doing something really wrong?
     
     
     
     
     
  3. Like
    d13 got a reaction from Deltakosh in How to point particle system away from mesh?   
    @aWeirdo Awesome, that works!!
    I hadn't considered updating the direction... and normalizing it!
     
    I also got it working by using `halleysComet.lookAt(sun)` in the update function (`halleysComet` is the emitter), and by initializing the `cometTail` particle system with this direction:
    cometTail.direction1 = new BABYLON.Vector3(3, 2, 16); cometTail.direction2 = new BABYLON.Vector3(-3, -2, 16); Now it always points away from the sun.
    Thanks so much everyone!!!!
     

  4. Like
    d13 got a reaction from Deltakosh in Meshes visible to camera?   
    @Deltakosh Oh, that's awesome - I just tested it and it works perfectly!
    Thank you!!!
  5. Like
    d13 got a reaction from Gijs in Drawing an Arc on a Sphere from Point A to point B   
    @distraubThis is awesome!!
    The `projectLatLongToSphere` function was exactly what I needed for my current project.
  6. Like
    d13 got a reaction from Deltakosh in Improve lighting from point light?   
    @Pryme8Yes, thank you, you've been a great help!
  7. Thanks
    d13 got a reaction from Pryme8 in Improve lighting from point light?   
    @Pryme8Yes, thank you, you've been a great help!
  8. Like
    d13 got a reaction from Pryme8 in Improve lighting from point light?   
    Oh, It was the light.intensity! Setting it to 0.9 solved the problem!

  9. Like
    d13 reacted to Deltakosh in Improve lighting from point light?   
    Hello either you add them to a CORS compatible server (imgur is fine) or you drop them on github and use raw.cdngit.com to get a link to it
  10. Like
    d13 got a reaction from Gijs in Realistic 3D Star map   
    Here's a StackOverflow suggestion on how to do it - makes sense!
    https://stackoverflow.com/questions/47599242/extracting-x-y-z-values-from-a-csv-file
     
  11. Like
    d13 got a reaction from brianzinn in The rings of Saturn?   
    @brianzinn: That's exactly what I'm looking for. If it were higher resolution and open source it would be perfect.
  12. Like
    d13 got a reaction from BitOfGold in Calculating elliptical planet orbits   
    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. 
  13. Like
    d13 got a reaction from Arte in Calculating elliptical planet orbits   
    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. 
  14. Like
    d13 got a reaction from Wingnut in Calculating elliptical planet orbits   
    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. 
  15. Thanks
    d13 reacted to friz42 in Understanding physics in Babylonjs   
    Hi! If you haven't read this post:
     I would suggest you to read it.
    Or in few words I can retell you what I understood from it: Cannon.js is more realistic but far from perfect, Oimo.js is faster and better for big scenes with many interacting objects, Energy.js can be fast and realistic, but it is very raw right now. There are other engines as well and you can try them if you have a spirit of pioneer. (should this be added to "using_the_physics_engine" tutorial?)
  16. Like
    d13 reacted to ivan.popelyshev in [PIXI] Properties of ParticleContainers in v4.x   
    In v3 it also extended container, nothing has changed.
    ParticleContainer is limited towards its children.
    1. only one base texture for all elements inside
    2. children cant have children
    3. maxSize should be set correctly in constructor, otherwise it'll crash.
    There are 5 properties in particlecontainer: position, uvs, rotation, alpha-tint, scale. You have to choose which properties of children will be uploaded in dynamic buffer, thus you will be able to change them in runtime.
    Look at http://pixijs.github.io/examples/#/demos/batch.js.
    1. scale can be static, maggots arent scaled in runtime - so you dont have to specify it.
    2. uvs are static too, all maggots dont change their texture region
    3. alpha-tint can be static because its set up at the start, its not changing
    4. try to set position to false, you'll see how are they only rotating
    5. try to set rotation to false, and you'll see how they are only changing position.
    SUMMARY: it has differences from v3, but , in general, if something has inherited properties it doesnt mean that those properties are actually working. There are plugins with different containers that are somehow better but limited. Also Flash had those kind of objects too
    P.S. Dont forget to like my post.
  17. Like
    d13 got a reaction from ivan.popelyshev in [PIXI] Properties of ParticleContainers in v4.x   
    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?
  18. Like
    d13 got a reaction from Mattia in js13kGames 2017   
    Hi Everyone!
    Just a reminder that Ga,  the "made-for-jsk13" micro game engine, is open for business again this year!
    https://github.com/kittykatattack/ga
    I has most of the features of Phaser, but is 100 times smaller!
    (... and a helpful contributor from last year's competition added base64 image support which makes it even better than ever.)
    The core engine compresses down to 6.5k, which leaves you another 6.5 for your game logic (which is more than enough!).
    On the off chance that you have a few k left over for sound, you could try:
    https://github.com/kittykatattack/sound.js
    But you don't even need the whole library, all you need is the single `soundEffect` function, that can generate any possible sound (or music) you might need for your game:
    https://github.com/kittykatattack/sound.js/blob/master/sound.js#L682
    Have fun everyone!!
  19. Like
    d13 got a reaction from end3r in js13kGames 2017   
    Hi Everyone!
    Just a reminder that Ga,  the "made-for-jsk13" micro game engine, is open for business again this year!
    https://github.com/kittykatattack/ga
    I has most of the features of Phaser, but is 100 times smaller!
    (... and a helpful contributor from last year's competition added base64 image support which makes it even better than ever.)
    The core engine compresses down to 6.5k, which leaves you another 6.5 for your game logic (which is more than enough!).
    On the off chance that you have a few k left over for sound, you could try:
    https://github.com/kittykatattack/sound.js
    But you don't even need the whole library, all you need is the single `soundEffect` function, that can generate any possible sound (or music) you might need for your game:
    https://github.com/kittykatattack/sound.js/blob/master/sound.js#L682
    Have fun everyone!!
  20. Like
    d13 got a reaction from gswv in What does Phaser have that Pixi doesn't?   
    That's actually a good thing!
     
    A handicap of full-fledged game engines is that they make certain decisions very easy for you.
    If you're willing to work inside their box, and want to build the kinds of games the engine was designed to make, you'll do well.
    But as soon as you step outside of that comfort zone, things can become much more difficult than they need to be.
    That's because, with a game engine, you're working at a very high level of programming.
    And that means many of the fundamentals that you'll need to be able to control to produce what's in your imagination will depend on skills you don't have.
     
    In addition, I would suggest that to possibly succeed as a game designer in an incredibly competitive market you need to make games that are completely different from the games that other people are making.
    Does the world really need more platform and match-three games?
    If you can do something really, really different, it will stand out.
    And, to do that, you need the programming flexibility to go beyond the cookie-cutter confines of a game engine.
     
    The advantage of starting at a lower level with a good renderer like Pixi is you can code your own features as you need them, and learn the art of game design along the way.
    The exellent list of game engine features that @druphoria provided above can be written, from scratch, with a just little bit of code, and just a little time investment to learning how to do it.
    And, arguably, that time investment that you put into learning to do it yourself will pay itself back in less time spent bug fixing later - if you've written the code yourself, you'll understand its inner workings and know how to fix it.
    And, you'll develop the skills to anticipate the kinds of problems you'll need to solve before you're waist deep in them, and learn to defensively recognize and code around common pitfalls.
     
    It's a bit like the difference between making music by learning to play a real instrument or by constructing music with pre-recorded loops and samples in Logic or GarageBand.
    It takes longer to learn how to play the instrument, but you'll have total control over your music when you do, and produce music that doesn't sound the same as everyone else's.
  21. Like
    d13 got a reaction from QuinTRON in Ticker FPS   
    There's also this:
     
    https://github.com/kittykatattack/smoothie
  22. Like
    d13 reacted to intoxopox in How to add a shadow?   
    Gotta say... I hope it comes back a lot sooner than that.
  23. Like
    d13 got a reaction from Rudrabhoj Bhati in What does Phaser have that Pixi doesn't?   
    That's actually a good thing!
     
    A handicap of full-fledged game engines is that they make certain decisions very easy for you.
    If you're willing to work inside their box, and want to build the kinds of games the engine was designed to make, you'll do well.
    But as soon as you step outside of that comfort zone, things can become much more difficult than they need to be.
    That's because, with a game engine, you're working at a very high level of programming.
    And that means many of the fundamentals that you'll need to be able to control to produce what's in your imagination will depend on skills you don't have.
     
    In addition, I would suggest that to possibly succeed as a game designer in an incredibly competitive market you need to make games that are completely different from the games that other people are making.
    Does the world really need more platform and match-three games?
    If you can do something really, really different, it will stand out.
    And, to do that, you need the programming flexibility to go beyond the cookie-cutter confines of a game engine.
     
    The advantage of starting at a lower level with a good renderer like Pixi is you can code your own features as you need them, and learn the art of game design along the way.
    The exellent list of game engine features that @druphoria provided above can be written, from scratch, with a just little bit of code, and just a little time investment to learning how to do it.
    And, arguably, that time investment that you put into learning to do it yourself will pay itself back in less time spent bug fixing later - if you've written the code yourself, you'll understand its inner workings and know how to fix it.
    And, you'll develop the skills to anticipate the kinds of problems you'll need to solve before you're waist deep in them, and learn to defensively recognize and code around common pitfalls.
     
    It's a bit like the difference between making music by learning to play a real instrument or by constructing music with pre-recorded loops and samples in Logic or GarageBand.
    It takes longer to learn how to play the instrument, but you'll have total control over your music when you do, and produce music that doesn't sound the same as everyone else's.
  24. Like
    d13 got a reaction from Cyborg_Ean in Frameworks Vs Game Engines   
    There's industry-wide confusion about the difference between a "framework" and an "engine."
    Some people think they're different, others think they're the same.
    Ultimately it doesn't matter.
    All you need to know is: these are all things that let you make games.
     
    How do you like to make games?
    If you like making them with a drag-and-drop UI, you'll like Unity, Construct2 and Game Maker.
    If you like making them from pure code, you'll like Phaser.
     
    From your list of "things with which to make games", you should know that Unity is not an HTML5 technology.
    If you're want to make games for mobile and desktop, and don't care about the web, use Unity.
     
    If you want to target the web, use one of the HTML5 things: Phaser, Construct2 or Game Maker.
    Their features are all pretty comparable and they're all really good, so just use whichever one best suits your development style.
    You don't have be too picky; just think of it like shopping for a new pair of shoes.
     
    Hey, you're on the Phaser forum, so you might as well go for Phaser!
  25. Like
    d13 got a reaction from Nicholls in how to set center of rotation?   
    sprite.pivot.x = sprite.width * .5;sprite.pivot.y = sprite.height * .5; - No, this doesn't work.
     
    `pivot` seems to reposition the sprite and change its centre point in mysterious and un-useful ways, so if anyone can clearly explain how it works I'd be extremely happy