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Found 376 results

  1. Hi all, I was wondering if it was possible to access variables from a previous pass in the shader, i.e color of fragment or something along those lines. I want to have something that changes color over time after an event occurs. So if I can access a time delta plus a previous color then I can slowly modify it to a new state, is this possible? *Note this is my first time working with shaders, please excuse any stupid questions 😕 Thanks.
  2. Back to the Lamps on Babylon / Open Contest! forum thread, I've commited myself to write a tutorial about my lightmap workflow. Here the demo: And here the first published version of the tutorial... but in french, for now 😄 https://www.nothing-is-3d.com/article25/de-blender-vers-babylonjs I will soon make available an english version, don't worry. [edit] english version is out: https://www.nothing-is-3d.com/article27/from-blender-to-babylonjs
  3. Hi, im having a problem with the material of a Ribbon Mesh when im in wireframe mode, it appears in black all. It should be modified because it is changing the color of the mesh with colorKing, heres an example but in my code all mesh is black. In the playground, if you take a look of the sides, it has color. In my example it doesnt Help me out 😃 https://playground.babylonjs.com/#HHV38I#1
  4. Play "Offerlings" in your browser" For the game jam Ludum Dare 43 we decided to try out BabylonJS. We knew we wanted to create 3D game and for it to run on the web and on mobile browsers. We'd previously created our own JS engines with THREE.js as the renderer, but the time constraints of the game jam (3 days) meant we wanted to an existing game engine. We looked at other game engines that had HTML5 exports (Unity, Godot, Unreal), but none of them really worked on mobile. We're really happy with using BabylonJS, the examples were great for learning how to add various features into our game. Looking forward to the AmmoJS plugin in version 4.0! Let us know what you think of the game, and if you spot any problems.
  5. yagmur

    GUI Button and CSS

    Hello, i have got a question. I am created a gui simple button and also i want to take the button properties from CSS file. I tried so many things, but i couldn't reach my aim. I need helps from masters.
  6. Hi Guys & Gals, I just wanted to let you know I'm learning 3D browser game programming in my spare time by developing something like a Model Train Simulator in BabylonJS. Thanks to the great and easy access framework of BabylonJS I've been able to develop much faster than with C++ / Direct3D 15 years ago. This project is in early stage but progressing though. I'm having some math-computations challenges on the track turnout points, but hope to have them fixed soon so that you can drive trains on more complex routes. The app supports keyboard, mouse, touch, gamepad input and also VR-headset device. Multiplayer support currently only on same device (e.g. connect 2 gamepads). Anyway, here's a teaser-screenshot of what can be called a level inspired by the "Sponza" demo. :-) Kind regards, Quintus
  7. Play Wizard Shield Wizard Shield is a multiplayer first person shooter inspired by Magic Carpet and Magicka. At this point there are two classes: Stone Shot which is like a shot gunner and Power Stars which is sort of like a machine gunner. My objective is to create a game centred around building/casting spells dynamically to overcoming environmental puzzles and combat other players. It’s currently only tested on Chrome. I believe clicks don’t register on FF. Please let me know if you have any suggestions or ideas on the gameplay. I know there’s a lot to do but but I'm just focusing on making the gameplay good for now. Next things I want to add: - Players hands in and animated when throwing and casting spells. - A number of elements that can be combined together, for example stone and fire to create a fireball. Issue I’m having: The map is so terrible because most shapes I create in blender and than export don’t work without glitches. Once I export for BabylonJS, the camera can partially pass through them and physics objects may or may not collide properly. So I’ve been coping by copy-pasting the few wall shapes I have that work.
  8. Hi, i need to create a 3D image with the elevation data provided by google in meters unit. I don’t want to use heightmap image. I need to create it with the xyz coordinates. The elevation value coming from the dem api are in meters. I don’t know how to calculate the x and z corresponding to this elevation value in meters.Please help me with some examples.
  9. Hello, i have been started working with BJS short time ago. I couldn't understand the using rebuild method. I have one issue i think i can solve that with rebuild method but i coluldn't understand how to use it. Can somebody explain it pls?
  10. I have free camera in orthographic camera mode. I don't want camera to move at all on mouse or any other kind of input. So I tried not calling attachControl with this, camera doesn't react at all (Good!) but boxes in this scene with actions registered to action manager also do not react to mouse inputs. Second approach I tried is calling attachControl with following function: scope.registerBeforeRender(function () { // I want top view camera.rotation.x = Math.PI / 2; camera.rotation.y = Math.PI / 2; camera.rotation.z = 0; }); When I try to move ground with mouse it does move slightly. As shown in image. Help needed.
  11. Hello! I need your help. I use Angular 7 + babylonjs and added a 3D model (.obj format) to the project. The model was imported and the problem is how to position this model? BABYLON.SceneLoader.Append('../assets/models/bmw/', 'BMW_M3_GTR.obj', this.scene, scene => { // });
  12. robertgustavsson

    Linesmesh and absolute position (babylonjs)

    Hello, I'm currently working on a CAD-ish program and we have chosen babylonjs as our 3D-engine. However, now we are about to implement some camera movements and we noticed that some of our meshes turns out to be really far away and therefore they have some really strange graphics artifacts. We are currently just drawing lines to visualize our models and we figured we wanted to translate the whole scene to the camera instead of moving the actual camera, basically always keep the mesh that we are looking at around origin. However, we are struggling with how the get the actual positions of the linesmeshes to be able to transform them. Here is a playground illustrating the problem: https://playground.babylonjs.com/#0Z00WR As noticed in the console all meshes drawn are located at 0,0,0. We are probably doing something wrong or have misunderstood something. Is there anyone who can help? Regards, Robert
  13. Hello you guys. I am a new user of Babylon.js. I have a project to show the co-occurrence network like this https://en.wikipedia.org/wiki/Co-occurrence_network in 3D. but, I don't know how to do it. It will be very helpful if you you guys have any ideas to show me how to do this.
  14. Hi : I am new beginner of Babylonjs , I want to load a mesh(.obj) by typescript. Here is my code (run in playground): class Playground { public static CreateScene(engine: BABYLON.Engine, canvas: HTMLCanvasElement): BABYLON.Scene { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); // This creates and positions a free camera (non-mesh) var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene); // This targets the camera to scene origin camera.setTarget(BABYLON.Vector3.Zero()); // This attaches the camera to the canvas camera.attachControl(canvas, true); // This creates a light, aiming 0,1,0 - to the sky (non-mesh) var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); // Default intensity is 1. Let's dim the light a small amount light.intensity = 0.7; // BABYLON.SceneLoader.ImportMesh("Rabbit", "scenes/","Rabbit.babylon", scene, function (newMeshes) { BABYLON.SceneLoader.ImportMesh("Rabbit", "scenes/Box/","Box.obj", scene, function (newMeshes) { var rabbit = newMeshes[0]; if(rabbit == null) { console.log("rabbit is null") } else { rabbit.scaling = new BABYLON.Vector3(0.1,0.1,0.1); console.log("I can see the rabbit"); } // scene.beginAnimation(skeletons[0], 0, 100, true, 0.8); }); return scene; } } When I load Box.obj I got a log "rabbit is null". but when i load a Rabbit.babylon file it work good. What happened when I loaded.Obj? Who can help me load .obj Mesh By Typescript? Thank you
  15. Hi, I'm taking a rather big bite here since I haven't really used TypeScript before, and I have very limited experience with JS and node in general. So I'm not really sure where the fault lies, but I'm pretty sure it's something stupid easy. The problem I have is this: Uncaught TypeError: Cannot read property '_environmentBRDFTexture' of undefined at Function.e.GetEnvironmentBRDFTexture (babylon.js:1) at t [as constructor] (babylon.js:1) at t [as constructor] (babylon.js:1) at new t (babylon.js:1) at t.Creation.createMaterial (Creation.ts:28) This error appears any time I try to create a new PBR material - happens with any PBR material. Specific line from where the error originates is simply this: var material: PBRMetallicRoughnessMaterial = new PBRMetallicRoughnessMaterial(name,GLOBAL.scene); StandardMaterial works just fine. I am using webpack with ts-loader to bundle the JS, as well as TypeScript Compiler, for verification only. My webpack.config.js is pretty much copy-paste from the docs: const path = require('path'); module.exports = { entry: { app: './src/game.ts' }, output: { path: path.resolve(__dirname, 'build'), filename: 'game.js' }, resolve: { extensions: ['.ts', '.tsx', '.js'] }, devtool: 'source-map', plugins: [ ], module: { rules: [{ test: /\.tsx?$/, loader: 'ts-loader', exclude: /node_modules/ }] } } And this is my tsconfig.json: { "compilerOptions": { /* Basic Options */ "target": "es5", "module": "commonjs", "noResolve": false, "noImplicitAny": false, "removeComments": true, "preserveConstEnums": true, "sourceMap": true, "experimentalDecorators": true, "isolatedModules": false, "lib": [ "dom", "es2015.promise", "es5" ], "declaration": true, "outDir": "./tscverify", "strict": true, "types": [ "babylonjs", "babylonjs-gui", "babylonjs-materials" ], } } Help?
  16. If you haven't yet seen A-Frame yet, you should check it out. The gist is that you use HTML tags to define your scene. I was working on porting A-Frame to Vue because the devtools are amazing and the components are expressive and makes your app really reactive. I prefer Vue over React since it's simpler and I don't have to work in JSX. While working on integration with A-Frame I started to notice that the overlap between A-Frame's entities and Vue's components became rather cumbersome and Three.js's API and documentation made the situation worse. I noticed the Babylon.js project shortly after and discovered how awesome it is. I then decided it would be better to make my own ECS using Babylon.js with Vue components. As of right now I have Scene, Entity, Mesh, Light, and Animation components created. Here's a sneak peek: And the code for the scene written in Pug: I'll keep this thread updated as I continue progressing on the project. Let me know if you have any ideas or feedback. You can watch me code it on my Twitch stream this Monday from 2-10pm CST. I just started this project a couple days ago, so it doesn't have documentation yet, but you can see the code on Github or grab it off of NPM as vue-babylonjs
  17. Hello Community, Can anyone help me to find out the best shader editor for Babylon, I had found that ShaderFrog provides shader editor but it is targetting another engine, I would like to add it for BabylonJS. Also please provide me some document reference to create a shader for WebGL, as I am a new learner for WebGL Shader and want to use in my App.
  18. Hey, all! I've noticed that Firefox (51.0.1 is my version) throws errors when loading all .babylon files that were exported from Blender. The files load fine, though. Should I be concerned with this? It doesn't happen in Chrome, but I'd like to remove the clutter from the Inspector so I don't lose any actual issues in Firefox. Error: (all .babylon files cause this) XML Parsing Error: not well-formed Location: http://whirlinggizmo.com/skintest/assets/wearables/m_shirt_fireman/m_shirt_fireman.babylon Line Number 1, Column 1: Playground Link: http://babylonjs-playground.com/#WDMRY#17 Thanks!
  19. razieh

    Babylon.js WebVR in Unity3D

    anybody knows how can i access to event such as clicking or gazing in babylon toolkit i didnt find any enough source in internet i need to teleport with gazing play animation which is opening the door s when in gaze event and i need change my cursor when i gaze or when im not im gazing event
  20. So I have a scene that I got from another person that I've exported from Blender into Babylon, but whenever I try to render the scene dynamically it falls straight down. Changing the physics of the scene in Babylon doesn't seem to work, nor does creating a ground object with collisions enabled. I've attached the scene in question; what am I missing? example.babylon
  21. Hello , I am trying to read .babylon file from local file system (by selecting file from file dialog) by clicking on a babylonjs GUI button. Can someone tell me how do i do it? Note: i am using bablonjs framework inside an electron app let button = BABYLON.GUI.Button.CreateSimpleButton( butName, text ); button.width = 0.6; button.height = "40px"; button.color = "white"; button.fontSize = "12"; button.background = "grey"; button.horizontalAlignment = GUI.Control.HORIZONTAL_ALIGNMENT_CENTER; button.verticalAlignment = GUI.Control.VERTICAL_ALIGNMENT_TOP; impButton.onPointerClickObservable.add(function(state) { // i need to invoke a file dialog here and select the .babylon file });
  22. Hey all! I’m a beginner at BabylonJS and ran into a problem. I spent a long time researching how to solve this on the internet, and couldn’t find a solution. I am running a HTML/JavaScript file locally with BabylonJS and my BabylonJS file is unable to see that I am (using a Cannon.js CDN)/(have Cannon.js saved locally) and prints the following error in the console window: BJS - CannonJS is not available. Please make sure you included the js file. BJS - [17:17:19]: Physics Engine CannonJSPlugin cannot be found. Please make sure it is included. This printout happens when I call “scene.enablePhysics();”. My project works just fine otherwise. (More errors appear when I try to use the physics engine that didn’t load, but that isn’t applicable here.) When I don’t enable physics, this error does not occur but of course, the physics engine doesn’t work then. I am using the following for CDN-calling: <script src="https://cdn.babylonjs.com/cannon.js"> When that didn’t work, I tried using the following below after having downloaded a copy of cannon.js (and putting it in the same folder as the .html file that is using BabylonJS). <script src="cannon.js"></script> I feel like I’m missing something very simple, but I’m not sure what it is. Something similar is happening when I try to use Oimo.js (though I would prefer cannon.js). I get the following error for Oimo.js ( “scene.enablePhysics(new BABYLON.Vector3(0,-9.81, 0), new BABYLON.OimoJSPlugin());”): babylon.js:44 Uncaught TypeError: Cannot read property 'World' of undefined at new i (babylon.js:44) at createScene (PlayingAround.html:193) at PlayingAround.html:330 Putting this code in a playground does not make sense because this line of code “scene.enablePhysics();” works just fine in the playground. I was wondering how I could fix this issue. Thanks in advance for the help!
  23. SahJ

    Screen shadow in iphone

    Hello I have a problem, when I separate the html script and put it aside in a JS and upload it to facebook to do it as an instant game and visualize it on an iphone, touching the screen darkens creating a shadow effect that obscures the scene , it only happens on iphone on a phone with android works fine. I use babylon js to create the game, it also happens with the example that exists, it only happens when the index.html is linked to the JS. Any solution? index.html lobby.js
  24. Hello! I have a few questions/concerns about how the latest (1.2.30 as for now) version of 3ds max extractor works. Not 100% sure it's the right place for questions like these, but maybe someone could at least help me with the research : ) It seems that the extractor adds the "rotationQuaternion" property for every mesh, disregarding the "Export quaternions instead of Euler angles" checkbox in the scene properties window (this checkbox seems to only affect whether the "rotation" property of meshes contains non-zero values). So as BabylonJS (we use 3.3.0-beta.4) mesh parser uses "rotationQuaternion" as a priority property while parsing the .babylon files, it becomes impossible to work with the "rotation" property of a mesh. Is there a way to work around this and be able to not export "rotationQuaternion" in the .babylon files? Is it true that on every export the exporter generates new meshes/materials ids, even if the source hasn't changed? Does it mean that in the code it's better to rely on mesh/material name, rather than its id? It seems that some time ago the way the exporter generates names for texture image files has changed (for example what was "sphere_mat_metallicRoughness.jpg" became "sphere_rsphere_m.jpg"). Is it possible to control the pattern of the texture files naming somehow (just to make sure it won't change any more at some point in the future)? Thank you! Additional info: we've recently updated the 3ds max extractor plugin to version 1.2.30, the previous version that we used is unknown, but presumably it was a couple of months old.
  25. @endel has just updated his BabylonJS + Colyseus Multiplayer Boilerplate repository to support the latest BabylonJS, Colyseus, Node.js, TypeScript, Webpack and related dependencies. It's a great starting point for anyone interested in developing multiplayer games or multiuser applications with BabylonJS. Here's more information: BabylonJS + Colyseus Multiplayer Boilerplate Colyseus website Colyseus documentation Support Endel via his Patreon campaign