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Convergence last won the day on December 8 2016

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About Convergence

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  1. Maybe you can duplicate the grondMesh before flatshading() it, and perform the getHeightAtCoordinates() on the smoothshaded mesh, while its hidden?
  2. Very cool, any chance there could be a tutorial for the PolygonMeshBuilder in conjunction with the angled corners? Would it work for curved walls?
  3. 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.
  4. solved

    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
  5. solved

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

    Yeah, changing BABYLON.Engine.CollisionsEpsilon to .1 seems to stop the jitter.. but I wonder what's the drawback because nothing comes free
  7. solved

    yeah I'm referring to #2, personally I'd call #1 a callback. Yeah the BABYLON source can be a bit abstract at times with many nested function calls having very similar names.
  8. Oh, great, my bad for not looking more thoroughly Sorry, another question (last I hope), does DynamicTerrain support something like .dataFromHeightMap (possibly with an offset option so a different portion of the image could be used when the player walks around)?
  9. solved

    I might give it a try.. would you mind to point me to the function name that does the 'pushback'? cool, I'll have to check it out
  10. Thanks Wingnut for the suggestions I don't actually have this problem with a groundmesh, I have a similar solution to yours, however there are also other various meshes the playermesh can walk on, which is where the jitter (that was the word I should have used) occurs. And to check for intersections on every frame for every possible intersecting mesh will probably kill performance.. Optimally I would just like to disable the pushback' from the collision worker. The .showEllipsoid is a very useful function you wrote there; are you sure its still accurate when it comes to mesh scaling and a non-standard position of the pivot point?
  11. @jerome Would it be possible to add .getHeightAtCoordinates() and .getNormalAtCoordinates() to DynamicTerrain?
  12. solved

    Thanks for the reply Is there no way for get the angle of collision (and pray, the mesh id of collision) back from the worker?
  13. To save performance I check the easy-to-use scene.workerCollisions of Babylon 2.x However, when an object is colliding with another object, it will bounce back slightly when a collision happens. This is visible when an object for example is colliding with the ground mesh due to gravity, it won't stay still, but rather bounce up and down ever so slightly. PS. 3.0 did not seem to have worker collisions using this code? Another issue I have with collisions in general (main thread or off thread) is that if the ground has the slightest of an angle, the mesh will 'slide down' to the lowest point, even though in real life most objects have friction preventing that. Any way to 'fake' friction when using the built-in collision system?
  14. Since the camera supposedly will be around our solar system, the stars don't actually have to be at their true distances, just have to appear at their correct location in space, relative to the camera; so you could scale down the distances quite a bit. Changing px_per_ly to .01 already makes them appear.
  15. Another way is to just edit the uvs of the directly, like so: