Kilombo

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Everything posted by Kilombo

  1. Hi Delta, I think the problem is relationed with my texture. I tried with your textures and it worked just fine (consumed 132Mb of memory, a reasonable amout). Your textures are 512x512 mine are 2048x2048 (much bigger resolution and size). What's bothering me is that I don't understand why does this problem only appears on 1.12 version and not in 1.11. I'll stick with 512x512 resolution. Altough for the size of my skybox, we have to admit that it gets quite pixelized (it's a crappy resolution), but it will work for now. So... The problem is relationed to the textures. I tried to look at code to start figuring it out, but it's too many texture classes, and some extends others, I still don't have enough knowledge on the framework to be helpfull on this. Sorry Delta
  2. Well. The problem is that, things that are positioned in cordinates outside of the skybox do not appear in the camera view, by that, it's the same thing has if they weren't on the scene.
  3. Delta, I found out that in IE it works just fine. Interesting thing. I can't explain it. The best memory performance (consumption) is on IE. The diference is huge. Try it yourself Delta go to my website and use the testing user (I'll keep it working for 1 or 2 days) username: experiencia2 password: xpto url: http://www.andromedaquest.tk
  4. No problem on that demo. But don't forget, the skybox on the demo has size 100, and mine is 15000. Mine is huge in comparison.
  5. Kilombo

    point

    Man... You really have to get a better english translator. I've got serious dificulties in understanding what you need. The link is this: http://doc.babylonjs.com Anyway you can check the documentation topic in here: http://www.html5gamedevs.com/topic/2640-documentation/ (it's where I went in the first place).
  6. Delta. The problem is on the skybox. I commented out this: /*var skybox = BABYLON.Mesh.CreateBox("skyBox", 15000.0, scene); var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene); skyboxMaterial.backFaceCulling = false; skybox.material = skyboxMaterial; skybox.infiniteDistance = true; skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("Textures/Skyboxes/1_1/space", scene); skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;*/And the memory consumption droped from 630Mb to 96Mb.
  7. Delta.... Unfortunately... It didn't work out Still a lot of memory in use. Check the printscreen. I'm going to start disabling features (one by one) to get the problem.
  8. Hi dad72. Did You find (or do you know if exists) real advantage on migrating to node.js instead of working with php (nginx server) ? I'm thinking on migrating all my server side to node.js, but i don't know if the time investment will compensate in terms of performance.
  9. Thanks dad72, but that's not the real problem. I do have different results in the same browser (has you can check in my printscreens). I'm still trying to find out what is causing this. The difference is big between the two versions (1.11 and 1.12), altough is relationed with my project (or some feature that I'm using on it).
  10. Delta, you can check for your self. http://andromedaquest.tk/map.php - here is version 1.12-beta (consuming 650Mb +/-) http://andromedaquest.tk/map2.php - here is version 1.11 (consuming 150Mb +/-) I tested both in Chrome. My first impression is that it must be related with this lines: camera.renderWidth = 4000;camera.renderHeight = 4000;camera.maxZ = 25000;or with : var chaoTeste = BABYLON.Mesh.CreateGround("chaoteste", 15000, 15000, 1, scene, false); Maybe the versions treat the cameras and the ground mesh differently, and some how in version 1.12 it is drawing everything in the first place, and in 1.11 is not (just a suposition).
  11. The problem is that my scene has a database connection with users validation, so I need a new session for each user, and the only way that I found to test the communications in the same computer with different users was this way.
  12. Hmmmm... Agree, I just made a new test with spaceship. And has you can see. Firefox does consume more memory (114Mb versus 81Mb), altough, 1.12 version is running on chrome and firefox is running 1.11. And the kind of difference that happened in my scene is not happening in this one.
  13. Good evening everyone, Did anyone noticed the exagerated memory consumption on the new last 1.12-beta version? It costs double the memory that 1.11 version consumes. Check the screenshoot. What does this new version brings that consumes this enormous amout of memory. It's to much for mobile devices for sure. Anyone else getted this problem? On the right side you have firefox running one instance of the game and it's consumming 666Mb of memory, that instance is running 1.12-beta. On the left side you have chrome running with a different user and is consuming less then a half of firefox (233Mb), chrome is running 1.11.
  14. Hi there, Did you tried doing a simple iteration comparing the x and z coordinates of the volume and of the playes? Something like: if ((player.posx > volume.initialposx) || (player.posz > volume.initialposz)){ trigger some function; }
  15. Thanks guys, I still didn't had the time to test it (to much work). You guys are great. You not only point the way out... You solved me the entire problem. It's really, really a great community.
  16. Everything is working fine in here (Portugal). All demos are running just fine.
  17. Indeed. It's not fundamental, but it's a cool feature.
  18. Hey mate, there's no problem with that. Javscript doen't need type definitions like Java or C++, so you can just write something like: var caracter1 = newMesh[0]; or else, work on something like i did, and do something like: var scout1 = new unit(); scout1.load3D("transport","transport.babylon");The unit is class. Load3D() is a method of the class that receives has args the name of the mesh and the path, and with that load the mesh. I hope i've been helpfull, pm me for more details if you need them.
  19. Great answers. I can't try them today. But I'll surely do it. You see: ExecuteCodeAction(trigger, func, condition) The func, can be whatever I want, so I can call a function that will some how trigger a menu (composed by PNG or something, I've to study a solution). What it matters is that "there's a light in the end of the tunnel", and I'll work it out some how (I've got to). Thanks to both of you. I'll feed this topic with the solution (if i find it).
  20. Hello, and welcome aboard. Can you post some code plz, or a jsfiddle ?
  21. Hello there. You can try to use a database to store the name and path (each one in is own var), then you pass the query result to a var and pass that var to the scene loader (when you instantiate one). It's not a complete answer to the problem, but i think it can help you out.
  22. Hello there and welcome aboard. Can you please post more code (what's happening in the render loop?). Btw, you have the "var scene" commented out, it won't work for sure that way. In a first look everything seems ok. Can you jsfiddle?
  23. Hi Zino. I see a way for you to do that. You can use objects (OOP), that way the skeleton and the speed become one object propertie that you can change. That way you can use the same animation (and mesh) in all the objects, but using diferent speeds in each of them. you can use somthing like. caracter1 = new caracter(); caracter2 = new caracter(); and then, caracter1.animspeed(2); caracter2.animspeed(5); Hope i've beem helpuff. Best regards.
  24. Hello everyone, I need help on something. I wonder if it's possible to make something like a "drop down menu" when the mouse hovers one mesh. I've got the problem minimized by overriding the right button click. But this option is not viable (since it's a bad practice). So.. I use the left button to point the place where the mesh will move to, the only solutions that occurs to me it's the mouseover event. Any suggestions? Thanks in advance.