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Found 274 results

  1. i_tejas19

    Please Help with this...

    I have created an 3D model of a HPC cluster rack using Blender and I have successfully loaded that moel in Babylon.js with animations. All is working fine. But I want to have a mouse hover effect on my model which will pop out the text/label of particular mesh. How I can achieve it, please give me some idea..!!
  2. Hi, We are looking for Phaser (remote) html5 game developer if anybody interested please send us email on info@genieee.com Thank you
  3. My aim is to render a 3D model on a web page and change its textures. I am using Babylon.js for the same. So far I am able to render the 3D model and change its texture but I am stuck in end beautification of the final view also known as post processing. I want to improve the quality of my rendered 3D model. I am enclosing the screenshot of what I have done(Figure 1) and what I want to achieve(Figure 2) so that you can get a clear picture of the issue.
  4. i have zip file contains multiple obj and mtl files on a node js server i was wondering how load the content of the obj files inside the zip file
  5. Hi, I'm new to the babylon.js. I've worked with Three.js and it was an awesome library. But I've realized that I cannot generate a mesh with points easily and there were limitations. Is there a feature in Babylon.js to generate a triangulated mesh with a pointcloud? You can view a sample pointcloud here. It's just a curved surface for the simplicity and a Three.js model. I just want to make know if this is possible to do with babylon.js https://codepen.io/brabbit640/pen/ZmpKpJ Thank you
  6. Hi, does anybody know a professional/real mobile game made with Three.js/Babylon.js/Playcanvas? It seems like no one is betting for these technologies and goes for Unity or similar.
  7. Dear all, we are working on this platform that is in Babylon.js and React: http://grafos.website/grafos/ Unfortunately it works only on some mobile devices but not on all. How can we fix this? We had the basic model in Three.Js and it worked fine across mobile devices but we achieved all our functionality in Babylon. How can we make it work like this: https://www.grafosdesign.com/3dVisual_Interact/BioracerDEMO/index.html Thank you for you ideas/input Cristina
  8. A part of my game's post-process render pipeline: Downscale render to 25% size Do some post-processing on the downscaled image Pass both the image before step 1 and the image after step 2 into a GLSL fragment shader with effect.setTextureFromPostProcessOutput(...) Fragment shader outputs the low-res processed image overlaid on top of the original high-res render Problem: The final render is pixelated. I guess the initial downscale made it so the shader doesn't use the higher-res input texture as the "base resolution"? What's going on here? How do I properly set fragment shader input textures of different resolutions in a post-processes?
  9. The default bloom post process extracts all pixels brighter than a threshold, blurs that image, and overlays it onto the original render. The problem is that it simply adds the RGB values of the 2 images together, resulting in already bright areas becoming way too bright. I want to use BABYLON.Engine.ALPHA_MAXIMIZED as the blend mode for bloom. How do I do that? Do I need to write a whole new bloom shader from scratch?
  10. Hello, I thought to place this on the demos and projects thread, however I decided to post this here as it is more a topic for which framework to use and why. I was hired by an elite software development group at Sony Electronics to help them navigate through WebGL to build a pipeline to deliver content for the South By Southwest convention and to create a foundation to quickly develop games and online media for future projects. In short, I was tasked to escape the limitations of 2D media and help Sony move forward into 3D content taking advantage of the WebGL rendering standards. This was no esay task, as I was hired Dec. 11th, and was given a hard deadline of March 5 to deliver 2 multiplayer games which were to be the focus of Sony's booth at SXSW in Austin Texas. But first I had to run a quick evaluation and convince a very proficient team of Engineers which framework was the best fit for Sony to invest considerable resources into for SXSW and which was the right coice to take them into future projects. Yhis wa a huge consideration as the WebGL framework which was to be chosen was to play a much greater role at Sony Electronics considering the group I was assigned to works well ahead of the rest of the industry... developing what most likely will be native intelligent applications on Sony devices (especially smartphones) in the near future. These are applications which benefit the consumer in making their day to day interactions simple and informative. Thus the WebGL framework to be chosen needed to be an element in displaying information as well as entertainment for a greater core technology which is developing daily in a unique tool set used by the software engineers to build applications which allows Sony to remain the leader not only in hardware technology, but in the applications which consumers want to use on Sony devices. But as I was working for Sony, I also had a greater task as there were existing expectations in developing a game on Sony devices which needed to be on par with what consumers already were experiencing with their Playstation consoles. As unrealistic as this might initially appear, that had to be the target as we couldn't take a step back from the quality and playability the consumer was already accustomed to. So back to the first task... selecting the WebGL framework for Sony Electronics to use moving forward. Rather than telling a story, I'll simply outline why there was little discussion as to which framework to choose. Initially Sony requested someone with Three.js experience as is more than often the case. So when they approached me for the position, I told them I would only consider the position if they were open to other frameworks as well. They were very forthcoming to open their minds to any framework as their goal was not political in any way - as they only cared about which framework was going to provide them with the best set of tools and features to meet their needs. And one might certainly assume that since Sony Playstation is in direct competition with Microsoft Xbox, and Microsoft is now providing the resources in house to develop babylon.js, that Sony Electronics might see a PR conflict in selecting babylon.js as their WebGL development framework. However, I'm proud to say that there was never a question from anyone at Sony. I was very impressed that their only goal was to select the very best tools for the development work, and to look beyond the perceived politics and to develop the very best applications for the consumer and to fulfill their obligations to their shareholders in building tools that consumers want on their smartphones and other electronic devices. So once again... Three.js vs. Babylon.js. This was a very short evaluation. What it came down to was that three.js had far more libraries and extensions - however, this was not the strength of three.js since there is no cohesive development cycles with three.js and although many libraries, tools, and extensions exist, more than often they are not maintained. So it was easy to demonstrate that practically any tool or extension we would require for the SXSW production would require myself or the team updating the extension or tool to be compatible with the other tools we might use on the project. This was due to the failings of the framework since each developer who writes an extension for three.js is writing for a specific compatibility for their own project needs... and not for the overall framework... as this is not within the scope of any developer or group of developers. Thus I find that it requires weeks if not months of of maintenance in three.js prior to building content, just to ensure compatibility between all of the tools and extensions needed to use for most projects. As for babylon.js, the wheel is not generally re-invented as it is with three.js, as most extensions are quickly absorbed into a cohesive framework quickly - provided they have universal appeal - and this integration ensures compatibility as there are fewer and fewer extensions to use, but instead an integrated set of tools which are thoroughly tested and used in production revealing any incompatibilities quickly. The bottom line is that there are no alpha, beta, and development cycles in three.js, thus no stable releases. Whereas the opposite exists with babylon.js. There is a cohesive development of the tools, and Sony is smart enough to see beyond the politics and to realize that having Microsoft support the development of babylon.js is a huge bonus for an open source framework. And if anyone had to choose a company to support the development of a WebGL or any framework, who better than Microsoft? With practically every other useful WebGL framework in existence spawned by MIT, most all are barely useful at best. And why would anyone pay to use a limited WebGL framework such as PlayCanvas when Babylon.js is far more functional, stable, and free? This baffles me and most anyone who chooses one project using babylon.js. The only argument against babylon.js is that the development of the framework is now supported in house by Microsoft. But for myself and others, this is a positive, not a negative. I've been assured by the creators and lead developers of babylon.js that they have secured an agreement with Microsoft ensuring the framework remain open source and free. This ensures that anyone is able to contribute and review all code in the framework, and that it remains in the public domain. Sony gets this and we quickly moved forward adopting babylon.js as the WebGL framework within at least one division of Sony Electronics. At the end of this post I'll provide a link on youtube to a news report of not only the games we built for SXSW, but the exciting new technology on built on Sony phones which uses the phones camera to capture a hight resolution (yet optimized) 3D scan of a person's head. This is only a prototype today, but will be a native app on Sony phones in the future. So our task was not only to develop multiplayer games of 15+ players simultaneous in real-time, but to have a continuous game which adds a new player as people come through the booth and using a Sony phone, has their head scanned. This was an additional challenge, and I must say that I was very fortunate to work with a group of extremely talented software engineers. The team at Sony is the best of the best, I must say. All in all, it was an easy choice in choosing babylon.js for the WebGL framework at Sony Electronics in San Diego. Below is a news report from SXSW which shows the new scanning technoogy in use, as well as a brief example of one of the games on the large booth screen. And using Electron (a stand-alone version of Chromium), I was able to render 15 high resolution scanned heads, vehicles for each head, animation on each vehicle, particles on each vehicle, and many more animations, collisions, and effects without any limitations on the game - all running at approx. 40 fps. The highlight of the show was when the officers from Sony Japan came through the booth... which are the real people we work for... gave their thumbs up, as they were very happy with hat we achieved in such a short time. And these were the people who wanted to see graphics and playability comparable to what the Playstation delivered. And they approved. Link: Thanks to babylon.js. DB
  11. Hello BJS community, I wrote and submitted the first Wikipedia article for babylon.js late last year. I've submitted it to Wikipedia twice now, and the last time they had reviewed it and I was told it should only be a week or two and it would be approved and posted. Even today, when I look at my submission online, it is still pending. I've communicated with several advisors for Wikipedia the past 3 months since they changed their submission tools, but no one has been able to truly assist as of yet. I believe I got caught in the middle of their switching the submission methods - which is why I've submitted twice now. But I don't believe I should submit again as I'm sure this would certainly cause problems, as Wikipedia is the most understaffed and difficult website to deal with - although we all respect what they do only through limited donations and funds. It has been over 4 months now, and advisors have notified me that the waiting list is not more than 4 to 6 weeks. If there is anyone in this community who has sucessfully posted a Wikipedia page and might be able to assist me in submitting and following up, it would be greatly appriciated by the whole community - since it then opens the door to others to add to my first article, and to also post their own articles about babylon.js in their native languages. As you might know, the first page on any topic is the most difficult to have reviewed and approved. DK is the only one yet to read the article, and I believe we need the world to be able to research and understand what babylon.js is, the people who created it, and the history of it's genesis. Thanks, DB
  12. Gabriele Natussi

    Create mesh online

    Hi everybody! Is It possible to create an online editor with babylon.js where users could create their own meshes and send the object by e-mail? Thank you so much in advance!
  13. wn voFolks, I am currently using phaser js but now i am try to implement babylonjs, I need to create stage 720*480 static stage that will not transferred into 3D. Stage should be STILL. An it is responsive based on the aspect ratio of the browser or the screen. I tried various option but i didnt get any success. Thank in ADVANCED
  14. There are two buttons in my page for switching to ArcRotate camera and to Universal camera. When I click the button for Universal camera, it immediately switches to the same. But it always takes too many clicks on the ArcRotate camera button in order to switch to it. Why is it so? var cameraType = { FREE: 0, ARCROTATE: 1, WALKTHROUGH: 2, UNIVERSAL: 3 }; var cameraMode = { PERSPECTIVE: 0, ORTHOGRAPHIC: 1 }; this.setCameraAsArcRotate = function () { _cameraType = cameraType.ARCROTATE; }; this.setCameraAsUniversal = function () { _cameraType = cameraType.UNIVERSAL; };
  15. While importing meshes designed in software like Autocad and Blender, I noticed that the color of a previously imported mesh is getting applied to many meshes that are later imported. Then I realized that that this is due to conflicting material IDs. Is there a way to modify material ID of an imported mesh or is there any other solution to this problem?
  16. Hey all, Something wired happens when I am using createInstance API of the Mesh class Please check this https://www.babylonjs-playground.com/#XSCH6V#2 An instance and a clone are created in the callback from the loaded meshes. The clone looks perfect, but the instance renders differently after I have tried backFaceCulling = false and flipFaces. So my question is how can I create an instance that looks the same as the one I get from clone()? Thanks a lot.
  17. Alenvei

    GUI issue with raycast

    Hello all Sorry for my bad english in advance . I have a littel issue with GUI and I want to understand why it works like taht . What is the issue ? I made this function : function vecToLocal (vector, mesh){ var m = mesh.getWorldMatrix(); var v = BABYLON.Vector3.TransformCoordinates(vector, m); return v; } class Raycast { constructor() { } doorOpener(letHit, myGUI, scene){ this.scene = scene; var origin = player.position; var forward = new BABYLON.Vector3( 0, 0, 1,); forward = vecToLocal(forward, player); var direction = forward.subtract(origin); direction = BABYLON.Vector3.Normalize(direction); var length = 1.5; var ray = new BABYLON.Ray(origin, direction, length); var hit = this.scene.pickWithRay(ray); if (hit.pickedMesh == letHit){ if (control.keys.ePress == 1){ scene.beginAnimation(letHit, 0, 40, false); } return myGUI.isVisible = 1 }else { return myGUI.label.isVisible = 0; } } } This function is responsible to opening doors. When player reach a door then GUI shows up which key(E) on keyboard must be pressed for open the door but the GUI only works whith one door . Here is how I call Raycast function : const view = require('./ray.js'); const panelG= require('./gui.js'); class Leves { constructor(scene,camera,followCam,canvas) { this.scene = scene; GuiP = new panelG.GuiP (scene); doo = new view.Ray (); BABYLON.SceneLoader.ImportMesh("", "textury/mapy/", "lvl01.babylon", this.scene,function (newMeshes) { var level_001 = newMeshes[0]; level_001.checkCollisions = true; var door = newMeshes[1]; door.checkCollisions = true; var door2 = newMeshes[2] door2.checkCollisions = true; var openDoor = new BABYLON.Animation("t", "position.z", 25, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE); var keys = []; keys.push({ frame: 0, value: 0.45 }); keys.push({ frame:5, value: -1.5 }); keys.push({ frame: 10, value: -3 }); keys.push({ frame: 30, value: -3 }); keys.push({ frame: 35, value: -1.5 }); keys.push({ frame: 40, value: 0.45 }); openDoor.setKeys(keys); door.animations.push(openDoor); door2.animations.push(openDoor); scene.registerBeforeRender(function () { doo.doorOpener (door, GuiP.panel, scene ); /*only animation works*/ doo.doorOpener( door2, GuiP.panel, scene); /* GUI and animation works very good */ }) }) } } I am newbie in babylonjs and javascript too and I want to understand every aspect of babylon js and javascript.
  18. Hey everyone I'm back! I have a mesh that rotates around the Y axis whenever I click and drag along the screen: var currRotationY = 0, currPositionX = 0, clicked = false, originalRotation; canvas.addEventListener("pointerdown", function(evt) { currPositionX = evt.clientX; currRotationY = player.mesh.rotation.y; originalRotation = player.axis.rads; clicked = true; }); canvas.addEventListener("pointermove", function(evt) { if (!clicked) return; //player.mesh is my mesh player.mesh.rotation.y = currRotationY + (evt.clientX - currPositionX) / 500.0; }); canvas.addEventListener("pointerup", function(evt) { clicked = false; }); Whenever my mesh completes a 360deg turn, its rotation.y value continues to grow beyond Math.PI*2. I'd like it to be reset to 0 whenever that happens.
  19. Hey guys, i'm really new in all this stuff with WebGL and 3d stuff on web. I'm trying to create an Angular 5 component where i can load and run dynamically 3d models. But i'm little bit blocked. This is my component: export class 3DComponent implements OnInit { private canvas: any; private engine: BABYLON.Engine; private camera: BABYLON.FreeCamera; private scene: BABYLON.Scene; private light: BABYLON.Light; constructor() { } ngOnInit() { this.canvas = document.getElementById('3dComponent'); this.engine = new BABYLON.Engine(this.canvas, true); this.canvas.width = window.innerWidth * .9; this.canvas.height = window.innerHeight / 2; this.createScene(); this.animate(); } public createScene(): void { this.scene = new BABYLON.Scene(this.engine); this.light = new BABYLON.HemisphericLight('light1', new BABYLON.Vector3(0, 1, 0), this.scene); this.camera = new BABYLON.FreeCamera('camera1', new BABYLON.Vector3(0, 5, -10), this.scene); this.camera.setTarget(BABYLON.Vector3.Zero()); this.canvas.style.backgroundColor = "white"; this.scene.clearColor = new BABYLON.Color4(0, 0, 0, 0); this.camera.attachControl(this.canvas, false); BABYLON.SceneLoader.Append("assets/scenes/", "microphone.gltf", this.scene, (result) => { // do something }) if (this.scene.isReady) { this.scene.updateTransformMatrix(true); } } public animate(): void { this.engine.runRenderLoop(() => { this.scene.render(); }); window.addEventListener('resize', () => { this.engine.resize(); }); } } But it doesn't work. It says: "Unable to load from assets/scenes/microphone.gltf: Failed to load scene." The path looks like to be correct. So, is the problem in my component? How should i implement functionality for that to use best practices? Thanks a lot!
  20. Hi, BabylonJS Example in Playground - a few TypeScript files with AMD and RequireJS Cheers, Ivan
  21. giorgi_AB

    Character creation

    hi, is this possible to create 3d character in real time based on input height and weight like in some games?
  22. I'm developing a game that will have grid based maps - levels and the player will be moving through it one block per keystroke. I'll be using the keyboard as input just for the start, I'll add others later on. Every level is generated from a double array filled with 1 & 0. So I want to do here is for example: if I press W the player will move one block forward. if I press Q the player will rotate anticlockwise by 45 degrees.
  23. Hi everyone! What I'm trying to do is to display a cube on the screen and I can use mouse to change the size of the cube. The idea is 1. Display a cube on the center of the screen. 2. Hold the left key of the mouse then point the cursor to any part of the cube and flip along a certain direction. The cube's size will grow along the fliiping direction.(You can image this like your finger flipping on the iPhone sceen) 3. I can rotate the cube using mouse. I'm very new to babylon.js. Hope you can give a little clue. Thank you sooooo much!
  24. Hey everyone, I've just started working with Babylon.js and I have a question. I've got a double array filled with 1 & 0 and I want it tranformed to 3d. 1 being blocks and 0 spaces. I did it this way: var sizeFactor = 0.2; for (var i = 0; i < array.length; i++) { for (var j = 0; j < array[0].length; j++) { if (array[i][j] === 1) { var box = BABYLON.MeshBuilder.CreateBox('box', {height: sizeFactor, width: sizeFactor, depth: sizeFactor}, scene); box.position.x = i * sizeFactor; box.position.y = 0; box.position.z = j * sizeFactor; } } } but its very taxing I believe to the system because of the many boxes. Is there any other less taxing way to achieve this?
  25. Just a quick little demo of something I thought would be fun to create. No smoothing groups or textures and dirty animations. PoC PoC PoC. All separate weapon parts are weighted to bones, so they can be positioned, scaled and rotated individually, to create endless weapons(Only 4 in this example), all from a single mesh. I've chosen to do it in 3Ds Max, although it can be done in code as well. http://playground.babylonjs.com/#ZIH5Y7