Boz

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About Boz

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    pouet--

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  1. Boz

    Load meshes progressively

    Don't you want to initialize foundDisabled to false ? Nice answer anyway
  2. Boz

    Particles circle effect

    I was looking for Wingnut solution's, and I like John's one Thanks both !
  3. Hello ! I started a question, but finally got the answer I can't delete this topic, so why not share it ? I created a ParticleSystem emitting particles along a circle, for a "tube" effect : http://www.babylonjs-playground.com/#U64HVU#1 This has been done by redefining the startPosition() function for manually positionning particles at launching. I had to add a variable to know the total number of emitted particles : just create a particleSystem.cpt var and increment it at the end of the function. Memorizing the total number of particles can help achieving nice effects with trigonometry. Enjoy
  4. Boz

    Inicialize loaded mesh

    You can create instances of your mesh : https://doc.babylonjs.com/tutorials/how_to_use_instances I made a playground for you : http://babylonjs-playground.com/#MVSEV
  5. Boz

    best 3D size of elements ?

    Thank you for your answers, for now I was simply converting models in Blender, from .obj to .babylon. I will take a look at the scale when exporting But I was mainly talking about objects as basic shapes : if I have a scene which contains a map and elements as basic shapes, what is the best scale ? The bigger the map, the more expensive the computation ? I made a compromise between map size and height of objects to get a correct texture rendering from the character point of view. I will use LOD and optimization tools and make some tests, thanks !
  6. Hello there ! I was wondering if the 3D size of objects in the scene matters. Is it better to create a 500x500 ground with 2x2x2 cubes or a 2000x2000 ground with 8x8x8 cubes ? Is there any difference (computation time, stretch..)? I was using basic 1 diameter objects in all my game and the ratio looked good, but now I try to use Canvas2D and WorldSpaceCanvas2D is about 150x150, 33% of my map size ! I tried to resize but I got so many problems with text resizing.. So I decided to multiply every object size by 4 to get a correct ratio with the canvas2D, now it's good. (my map is a bit flattened now but I will find a new HeightMap for my ground, no big deal). I have 8-diameter spheres, 2000x2000 map, and it sounds very big. Can someone tells me what is the best way when thinking about a not-so-small scene with lots of objects ? Thanks in advance ! Pouet
  7. Boz

    WIP Rpg

    I created an account but when I go to the 'Game' page I always get 'GameServer seems to be offline'.. I want to test it
  8. Hey, good to see some future multiplaying You can create your lobbies as an array of length 2 : lobby[0] is team 1, lobby[1] is team 2 (4 players in each array). // list of lobbies var lobbies = []; // new lobby var lobby = []; lobby[0] = []; lobby[1] = []; lobbies.push(lobby); // When a player comes, put it in the correct team lobby[0].push(id); // team 1 or lobby[1].push(id); // team 2 // When you're ready, search for another lobby to complete // iterate over lobbies and look free space in team 1 and 2 for(var i=0; i<lobbies.length; i++) { var lobby = lobbies[i]; // if(myLobby[0].length <= (4 - lobby[0].length) && myLobby[1].length <= (4 - lobby[1].length) ) { // Match found ! // mix your arrays here to make only one // and search again with this new array if there is free space } } It's my first though about it, good luck with that
  9. Boz

    New plugin - Bending 3D text

    Nice feature !! (what do you mean by adding blending?)
  10. Boz

    Quadtree LOD terrain

    Hey ! I've tested your code at https://www.loudened.com/terrain/ It runs at 35 fps on my computer with CPU i7-4720 The "freeze" could be a bit annoying when a new chunk loads, what do you think is the best compromise between chunk size and loading time ? Keep going, nice to see good news here !
  11. Boz

    getHeightAtCoordinates return wrong value

    Hey ! I don't know why but I got a problem with this same function.. Maybe a problem with v2.4 ? I go inside the babylonjs code but it should work. So I created my own function, which works well : var groundHeightAt = function(x, z) { // Create ray from position x,z at the maximum altitude and launch it vertically to hit the ground var maxHeight = // define your max height // mine is skybox.getBoundingInfo().boundingBox.maximum.y var ray = new BABYLON.Ray(new BABYLON.Vector3(x, maxHeight, z), // Origin new BABYLON.Vector3(0, -1, 0), // Direction 2*maxHeight); // Length var res = ground.intersects(ray, true); return res.pickedPoint.y; } Where is the difference ?
  12. Boz

    Quadtree LOD terrain

    Thanks Dal for this promising feature. Do not worry too much about performance, you already had a good idea which can be improved I wish I could help you but I don't have enough skill/time so far :X Good luck !
  13. Boz

    Question and/or Guidance

    Hey, nice to see you on the forum I see you decided to clone the boxes each time, apply individual parameters and merge the meshes, it seems to be a good way to keep high fps. There is an existing and interesting Babylon extension : http://doc.babylonjs.com/extensions/Terrain You can create your ground using an heightmap and apply the terrain material on it. It uses a colorMap like you did in your JSON code, so it may interest you. With this method it's interesting that you can easily add textures on your ground. Playground link you can use for your tests : http://www.babylonjs-playground.com/#E6OZX#7
  14. Boz

    Canvas2D - Pictures

    Yeah, you rocks ! I faced some problems with the texture size indeed, but it's the first time I use Canvas2D so I though I was doing wrong because it's not an animated sprite like in the sample. For the rest, I will use separate .js files as you said, so I will have to download the only modified file to make it working. Sounds good ! I'll wait for the commit, Thanks !