# Zimbofly

Members

32

## Reputation Activity

1. Zimbofly reacted to Jaskar in Babylon Projects
Rubik's cube player / solver : http://www.jaskar.host-ed.me/BabyksCube/

2. Zimbofly reacted to NasimiAsl in Babylon Projects
eash : shader base scene

http://eash.space/scene/index?scene_vp8
thanke for visiting
3. Zimbofly got a reaction from Temechon in Babylon Projects
for sure - that game is very addictictive, Temechon - awesome job!
4. Zimbofly reacted to Temechon in Babylon Projects
Hello,

I just released a new game called BLOCK here : http://pixelcodr.com/games/block/index.html

Move the block with the arrow keys and try to complete all levels !

5.
We (davrous and I) love you guys!

We consider we have the greatest community ever.
This is a constantly growing community and we are amazed by all the wonderful things you are building using babylon.js. Please continue

Thanks to all of you, I have to spend less time answering questions and more time working on new features. You guys rock!!

During our MVA we added a slide to send a big kiss tou some of the most involved members, here is the slide:

And by the way we would like to also thanks Html5GameDevs site to be kind enough to host our forum!
6. Zimbofly got a reaction from Wingnut in freecamera - adding a up and down function
Hey Wingnut - You rock dude!
thanks - things are great - real busy
Hope you too...?

thanks for taking the time to do that.

So - I've found the culprit...

camera.applyGravity = true;camera.ellipsoid = new BABYLON.Vector3(1, 3, 1);   these 2 line together were forcing the height to all ways return to the same. after removing them, then, just like your examples - the height function began to work as expected.   I thought camera.ellipsoid was needed for collision checking - but works fine without.   Most of all - what you've done by taking everything back to basics, was exactly what i needed to do (and learn to do with all problems) simplify - take it back to basics, then work out which line/s is causuing problems   Thanks again man!
7.
Heya Zimbofly, how ya been?  I hope well.

I made a quick playground scene from your code... http://www.babylonjs.com/playground/#1EVRXC .  It seems to be working properly. I adjusted the upper range from 6 to 20... no big deal.  After each page-up (and later page-down), all cursor in/out actions seem to start from the new height (work properly).  I have not seen any unusual camera y-position stuff, so far.

Looks like good code to me... but... I am certainly not a pro.  Others may be able to see something that I am missing.  Make adjustments and more saves to that playground scene above, as wanted, of course.

Right click here and save link target... to get the same version of Babylon.js that is used in the Babylon.js Playground.  *shrug*

And keep us posted on your discoveries, okay Z?  Cool.

Update: Zimbofly, you don't HAVE TO use animation (you probably already know that).  Take a look at http://www.babylonjs.com/playground/#1EVRXC#1 .  Since the page-up and page-down keys can be held-down, you can just force the incrementing and decrementing of the camera.position.y.  It's not as smooth as animating, but it still gets the job done.  I also did a #2 (ahem) that re-sets the camera.target to 0,0,0 after every page-up and page-down.  It was boring.    ok bye again.
8. Zimbofly got a reaction from Deltakosh in problem with BABYLON.SceneLoader.ImportMesh
ok found the answer to my issue - I needed to parent all the meshes to one parent in blender before exporting to Babylon.... then above codes are working!!!

then scaling and positioning is working with Temechons code above...
thank you!
9.
THANKYOU JC - finaly got it all working - I owe you a beer!

since making the all the meshes to a single parent, and using this code from temechon - http://www.html5gamedevs.com/topic/1896-problem-with-babylonsceneloaderimportmesh/ (I think very similar to yours)
BABYLON.SceneLoader.ImportMesh("", "GalleryAssets/room/", "furniture.babylon", scene, function (newMeshes) { setup(newMeshes[0]); function setup(mesh) { mesh.position.x = 0; mesh.position.z = 24; mesh.scaling = new BABYLON.Vector3(50, 40, 40); mesh.material.emissiveColor = new BABYLON.Color3(0.4, 0, 0); mesh.material.diffuse = new BABYLON.Color3(0.1, 0.1, 0.1); shadowGenerator.getShadowMap().renderList.push(mesh); //mesh.receiveShadows = true; } working good - (except I'm getting some strange results when parenting all in blender - so I need to learn a bit more about blender )

thanks!!!
10.
Your object must be a single mesh and not several.

Welding objects to make than a single mesh or manipulate each object newMeshes [0], newMeshes [1]...
11.
Forgive me, I did not watch the first instalment (hopefully this is not a trilogy ).  These properties you are changing are copied and cached.  Presumably the cached versions exist for a reason.  After changing the objects, you could call a method which re-copies to the cached versions:

newMeshes[0].computeWorldMatrix(true);

There is a _isSynchronized(), which detects if something has been changed, but maybe it has already been called & found no changes, then you changed it.  Actively, forcing a copy to cache, would at least rule that out.

12. Zimbofly reacted to Deltakosh in tweening in babylon?
We can almost do that right now.
You can at anytime create an animation from the current position to a specific position and launch it:
var keys = [ { frame: 0, value: this.position }, { frame: 100, value: newPosition } ]; var dataType = Animation.ANIMATIONTYPE_VECTOR3; var animation = new BABYLON.Animation("myTweenedAnimation", this.position, 100, dataType, Animation.ANIMATIONLOOPMODE_CONSTANT); animation.setKeys(keys); scene.beginDirectAnimation(this, [animation], 0, 100);
13.
Hi Zimbofly,

Since I work in OOP (objecto oriented programming) I had to do a work around.
In the example below you have the function "load3D" of the class "Unit", so, when I do "var temp = this;", that variable will receive everything that concerns to the class or object it self, so I can use them in the "BABYLON.SceneLoader" method.
By this, I can to whatever I want, you see that I do in the last lines "temp.setMesh(ship);", with this I'm passing the mesh it self by argument to another method of the classe called setMesh. On the setMesh I do all the stuff that I want.

If it doesn't work out for you, please post the code, I'll give it a try on helping you out. Hope I've been helpfull.
unit.prototype.load3D = function(name,imageFileName,posx,posz,roty,meshid,type,octree){    var temp = this;    BABYLON.SceneLoader.ImportMesh(name, "Assets/babylonreadyfiles/", imageFileName, scenes[0], function(newMeshes) {        var ship = newMeshes[0].clone();                ship.scaling.x = constants.shipScale;        ship.scaling.y = constants.shipScale;        ship.scaling.z = constants.shipScale;                               ship.actionManager = new BABYLON.ActionManager(scenes[0]);                     if (selfchecker === 0) {        selfchecker = 1;        temp.setShipPos(posx,posz,roty);        //temp.loadParticlesEngine(newMeshes[0]);                        };         makeOverOut(ship,meshid,type);         octree.dynamicContent.push(ship);         octree.useOctreeForCollisions;         //newMeshes[0].checkCollisions = true;         temp.setMesh(ship);        });};
14.
Don't use 'this.' in your callback function. 'this' is a keyword referring here to the callback function itself. You can learn more about this keyword here.
Try this :
var internalMesh; BABYLON.SceneLoader.ImportMesh("", "GalleryAssets/room/", "Room3.babylon", scene, function (newMeshes, particleSystems) { // Your first imported mesh internalMesh = newMeshes[0]; internalMesh.position.y = 20; internalMesh.scaling.x = 0.2; internalMesh.scaling.y = 0.2; internalMesh.scaling.z = 0.2; setup(internalMesh); var bb1 = new BABYLON.Mesh.CreateBox("bb1", 1, scene); bb1.scaling = new BABYLON.Vector3(0.2, 17, 48); bb1.position = new BABYLON.Vector3(-7.7, 0, 20); bb1.visibility = 0; bb1.checkCollisions = true; });
15.
Zimbofly, do you have a .blend file I can take a look at?

Ohh, and by 3DS, do you mean the program 3DSMax or the geometry format .3DS?

cheers, gryff
16.
I published 0.6.0 with support for 3dsmax 2015
17.
Temechon, excellent, excellent, excellent. (I assume all the code works - and it should since you wrote it and not me. )

It combines bits and pieces from a number of the tutorials on github  to come up with a complete game. Nothing like a working complete game to inspire someone starting out - and getting them to delve more into BJS.

Only other comment I have, is with this statement:

You might possibly  explain this a little more - why for instance. It was something that confounded me when I first started with BJS five months ago.

cheers, gryff
18.
Hello guys !

I wrote my first tutorial on Babylon.js here : http://pixelcodr.com/tutos/toad_attack/toad_attack.html

I introduce several notions, as :
- basic stuff (getting started, sphere, box, ....)
- import a custom mesh (as a babylon file)
- materials
- texture
- skybox
- basic animations

My goal is not to fully describe all these elements (because it is already well done in the Github wiki), but it is more 'learning by trying'. By creating simple simple, I hope it wil help newcomers by showing how easy Babylon is.

Don't hesitate to send me your feedbacks, there are very valuable for me as you got already some experience with babylon, and it will surely increase the quality of future tutorials I plan to write.

Thank you guys !

Keep the webgl games coming

Cheers !

EDIT :
Here is (for now) the complete list of tutorials: