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Convergence last won the day on December 8 2016

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About Convergence

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  1. Hmm, looks like I won't be registering a domain for this, so you might as well use the current url
  2. I agree with Deltakosh, I think these kinds of details are much better done using bump or parralax mapping, since the overall shape looks fairly simple. Many of the details would be lost on mobile anyway.
  3. Thanks for the effort My own edit work as such that if one shape has UV2, then it is assumed that all shapes have UV2. I believe this is also the behavior of the color channel?
  4. For my new project I ideally need to be able to create simple hipped, gabled, and pointed from any arbitrary shape given (by JSON). Pointed and dome roofs are easy enough since the shape just converges to one point upwards, but I can't figure out gabled and hipped roofs just yet.. See attachment for a visual. Does anyone have any idea how to do this? The input would be an array of (clockwise) Vector2's describing the outline of the building. Here's a PG to play with, obviously I didn't find any solution yet myself
  5. Sorry, I didn't receive a notification, so apologies for the late reply. Thank you No problem, but I might get a better url if I'll get more serious about this project lol. I'm not sure how to repro the minimap issue in the playground since I'd need more than once <canvas>. I basically want to have two instances of the babylon engine, two separate scenes and then copy meshes from scene one to scene two. I tried to just push() the meshes to the scene2.meshes[] array but that didn't work.. Thank you for the suggestion I tried it, unfortunately I think maybe my babylon.js is outdated (3.0), the updatable flag didn't seem to do anything. When doing a performance check in Chrome during the building of SPS, the top function are javascript internals: GC, typedArrayConstructionByArrayLike, bufferData, push. the top non-internal function is SPS.setParticles(). PS. any chance SPS could support a second UV channel? I always need to manually edit babylon.js to add UV2 to the SPS, which makes it quite bothersome for me to upgrade
  6. I worked before on a city simulator before but unfortunately my motivation fizzled out and I never really continued with it, because there were some issues such as intersections for which I never got a good solution. After a while I stumbled accross Mapzen, which mainly uses openstreetmaps data and decided, why not combine it with babylon. I'm not the first one to try it , but still doing it for fun It uses SPS, but the SPS.buildMesh() function is kinda slow which causes the initial load to be rather slow. Here's my rendition (still alpha/beta) of 3D openstreetmaps with babylon.js with some examples (only tested in chrome desktop and android): newark liberty airport french alphs naarden vesting hong kong (elevation data is not very accurate for asia unfortunately) Need good gfx card: lower manhattan manila The search currently uses openstreetmaps search which is kind of wonky. If you want to search a city, it's better to search a landmark within that city. Current issues: Is there any way to speed up the initial buildMesh() call for SPS? I remember reading something about offloading SPS tasks to the worker? I can't get the minimap thing to work.. how to copy a mesh to another scene?
  7. Thanks I changed your playground to parent the lookAt mesh, and it shows what I want to achieve more clearly (and currently not working), if the 'looker' has a parent which is rotated the lookAt function is not working as expected. Thank you yes it seems to be doing that for the target position, but what about if the 'looker' mesh also has a parent, which is rotated? (which may also have another parent which is also rotated), like in the playground above?
  8. Each material per mesh(or instance thereof) is basically one draw call. Seconding @aWeirdo, having all cards of the same suit in one large texture would likely reduce draw calls by a lot. If you do this, you'll probably want to use SPS to get the draw call reduction benefit. I assume many cards will only be visible from the back, so they can all be collapsed onto one draw call.
  9. It looks like mesh.lookAt() doesn 't work correctly if either the mesh and/or it's target are parented; is this intended or not? comment line 27 out for correct behavior.
  10. Building from Floorplans

    Sorry for the late reply hehe. I'll table my desire for curved walls for now :D, easier to just ExtrudePath a curved path to create a curved mesh without holes
  11. Maybe you can duplicate the grondMesh before flatshading() it, and perform the getHeightAtCoordinates() on the smoothshaded mesh, while its hidden?
  12. Building from Floorplans

    Very cool, any chance there could be a tutorial for the PolygonMeshBuilder in conjunction with the angled corners? Would it work for curved walls?
  13. Triangle geometry, curves

    you can try var c = BABYLON.Vector3.Center(a, b).add(new BABYLON.Vector3(0, BABYLON.Vector3.Distance(a, b) / 5, 0)); change axis in the add portion as deeded.
  14. Collisions with workers 'shaky'

    For now I've settled on a Epsilon of .02, seems to stop the jitter but allows my slowest-moving-mesh to still move at their normal speed As an additional benefit it seems to stop the sliding down minimal inclines. Thanks for the help! If there are additional drawbacks I guess we'll find out
  15. Collisions with workers 'shaky'

    Ah, I found the drawback, when a mesh moves too slow it won't move at all anymore..