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Found 366 results

  1. 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
  2. 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.
  3. 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?
  4. 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
  5. 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.
  6. 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!
  7. 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
  8. 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
  9. 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 });
  10. 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!
  11. 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
  12. 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.
  13. @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
  14. 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
  15. Ize

    Scrolling text

    Hey, for my project i need a scrolling text view. I've managed to get a clunky version working but it's not optimal since you have to play around with the values every time the text changes: http://playground.babylonjs.com/#DZ7134 Is there a better way (there must be, i just suck at js :D) to do this? Thanks in advance.
  16. Hey, just started to use Babylon.js, and I am wondering if there is a way to disable or modify the animation on the GUI Button when it is pressed down. Thanks.
  17. Hello I am back I have one issue with removing the Actions. The problem is : when I am trying remove the actions from actionManager it takes 2 - 3sec. you can see here : https://playground.babylonjs.com/#VZRN2V#10 I am trying to make sci-fi display for doors to player shoud open the locked doors. When player is close to the display then display shows up and then player is able to click on display. If player move away from display distance then display disappear and player unabel to click on display but in my exampel it works with delay. Where is the problem ?
  18. Hi all, I would like to introduce Stupax: A different sidescroller game, where you are not the guy, you are the level! In fact you control a movable platform using the arrow keys or your gamepad (Gamepad API) to help the guy (namely Stupax) to get through the levels. You can play the game here: http://mbarde.bplaced.de/stupax/ Controls: Arrow keys / Gamepad 'R' for level restart 'ESC' pause game and open menu Create and test your own levels here: http://mbarde.bplaced.de/stupax/editor.html You can find further information on my website and view the source code including contributions for the music, sounds and textures on GitHub.
  19. 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
  20. Hi, we are looking for Looking for babylonjs game developer if anybody interested please let us know on info@genieee.com Thanks
  21. TRsiew

    Leaderboard sample

    hi , do here have any GUI leaderboard sample or tutorial to learn ?
  22. Looks like applying the following shadowGenerator.getShadowMap().refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE; light.autoUpdateExtends = false; in combination with shadowGenerator.useContactHardeningShadow = true; doesn't really do anything: the frame rate drop is massive and remains low. I can't vouch for other properties (e.i. shadowGenerator.usePercentageCloserFiltering) as the frame rate doesn't seem to get affected.
  23. i'm trying to create a simple game using babylon but stuck at a point where i need to detect * the mesh(s) that is directly below a mesh that is being dragged example - different food articles need to be placed on different types of plates let's say an ice-cream scoop is being dragged(pointermove event) on any of the plates which are close to each other after someone places a scoop on a particular plate (pointerup event) how to know which mesh or meshes is below that? a lengthy way is to loop through position of each mesh of plates(which are around 80 in number) with position of latest dragged mesh(ice cream scoop in this case) and find the right one above which ice cream is. is there any other efficient method?
  24. Hi Thanks for the great BJS and TOB exporter, the meshes could be generated from Blender and rendered in BJS environment efficiently. However I find out something interesting that JS heap increases when the mesh is instanced in the scene. But the heap size could not be decreased when the mesh is disposed. I’m curious whether this will cause some memory issues(such as memory leak). Here is the demo of the system: https://willlinifm.github.io/Playground_bjs/index.html The Source code is as the following or the link : https://willlinifm.github.io/Playground_bjs/js/Scene.js If the playground is better for debugging, please try this link. The implementation and the outcome are nearly the same. (Click Sphere to generate mesh //// Click ground to dispose it) https://www.babylonjs-playground.com/#4GQCEL#2 The attachment are the heap snapshots ! 。The heap1 snapshot is took before the mesh is made an instance by TOB-generated-js file 。The heap2 heap snapshot is took after the mesh is made an instance by TOB-generated-js file. We can find that the heap size is increased. 。The heap3 snapshot is somehow hard to understand that when the mesh dispose function is called, the heap size still raise a high level compared to the first snapshot. NO~~ My questions are 1. If the meshes are generated and the Js heap size is increasing at the same time. Will it cause the memory issue and make the system run slowly? 2. How to make the best to decrease the heap size after mesh dispose process. 3. I’m not sure, but during watching the snapshot constructor information, I find there may be some looping references within BJS/TOB/MeshFactory structure. Will it cause the GC(Garbage Collection) unable to release memory? Thank you ! BJS and everything here are awesome!
  25. Hi I have just created a beginner's course on babylonJs on udemy named "Single & Multiplayer Game Development in Webgl's BabylonJs" I took permission from @Deltakosh to post the link on the forums Here you go ! https://www.udemy.com/single-multiplayer-game-development-in-webgls-babylonjs/?couponCode=BONUS10 Any comments are much appreciated, Thanks ! Ahmed