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Found 351 results

  1. 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!
  2. 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
  3. MehdiZagouri

    How to camera go upstairs !

    Hi, I created stairs using CreateBox , i'm asking if it's the right way ! And i'm asking also , how can i make the camera go upstairs ! Thank you for your answers.
  4. Hi Guys, The scene that I have built, makes the page refresh every now and then on any iPad safari or chrome. On an iPad Air 2, it keeps refreshing itself every now and then. On an iPad pro, it loads, but the moment I use the camera view to look around it dies and refreshes. I am starting to think that this is something to d with the speed/memory on the iPad and the amount it can handle when the camera turns and the processing begins. I have tried debugging it on the iPad by connecting it to a Mac on safari. But as soon as the refresh happens, the dev tools disappear and also, I see no errors there before it refreshes. If I am right, how do I work towards making it lighter for iPads and if I am wrong, what should be my approach?
  5. Hello, I noticed that when I am working with a pre-existing model in some 3D creating environment, like 3DS Max, there are a lot of objects have what appear to be layers or children (not sure what the terminology is here). In the environment you're able to turn on and off the visibility of these layers. Like in the picture attached. I want to emulate what is in the picture but using Babylon Js. So that a user can load up a model and decide which layers are visible. Is there an example that already exists that does this? Appreciate the help.
  6. Hi, we are looking for Looking for babylonjs game developer if anybody interested please let us know on info@genieee.com Thanks
  7. Can anybody explain me why we have babylon.worker.js? What is differecnce betwee babylon.js? Greetings Ian
  8. i'm learning pbrMaterial i found that the rendered results are not the same on computer and mobile device
  9. 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!
  10. Alenvei

    Raycast - bug or not ?

    Hello I found one bug I think. In this exampel https://www.babylonjs-playground.com/#KNE0O#4 I found this example o https://doc.babylonjs.com/babylon101/raycasts ray.show(scene, new BABYLON.Color3(1, 1, 0.1)); When I tried this code, which was prepared in exampel then babylon.js stop worked. Sorry for my poor english.
  11. Hello everyone, I’m Mostafa Kaouri founder & CEO at YouAugment, a free augmented reality app creator. I’m going to introduce you to YouAugment AR app creator that was developed with BabylonJs 3D Engine and Artoolkit. - What’s YouAugment AR app creator?AR app creator is a web enabled application that can help anyone to create their AR app for free and without coding skills. It can work on your iphone/ipad or android enabled devices. It's highly depends on BabylonJs.- Why I made it?I’m looking for everyone to get the absolute benefit from Augmented Reality without pain on coding or paying for high cost licenses.- Why it’s free?I made it free for you to be part of AR community and let you engage your customers, family or friends to experience the AR technology for any purpose you are looking for such as increasing sales, education, or entertainment.- How do I support it?It’s my passion to continue improving and supporting the youaugment AR app creator from my income and interested investors.- Contact usIf you’ve any question, please feel free to contact me on ceo@youaugment.com
  12. Hi guys, I was in a talk where a guy asked to me : 'why using babylon.js to create game with webgl if now unity export a completed webgl application?' I don't know how unity exporters works, but... Do you have any opinion about it? This question blow my mind Thanks
  13. Hello there, i would like to use the babylonjs package in my JS project. If I do this with my import statement, everything goes. I then call a function in another file and want to assign a new standard material to the object (I pass scene to the function). But now he tells me "this.getScene is not a function". Can it be because this package is not designed for webpack+js+module? Uncaught (in promise) TypeError: this.getScene is not a function
  14. Hi, we are looking for Looking for babylonjs game developer if anybody interested please let us know on info@genieee.com Thankts
  15. I made a lot of progress on my 3D Browsing idea built on BabylonJS, so I thought I would check in here to share and get some feedback. As of December, the U.S. patent office approved my conceptual patent for 3D Browsing! It is being issued. I define 3D Browsing as a combination of a 3D Game and browsing the Internet; 3D Buildings are websites Ability to walk between websites with continuous animation. Connected on a grid (mapped) - 3D Community Distributed system - ability to be hosted everywhere on the Internet. I fetch and load 3D Objects as you Walk near and remove them as you Walk away. (I hot-swap what it loaded) My implementation on 3d.walktheweb.com has a BabylonJS foundation. I created a web based 3D CMS (https://3d.walktheweb.com) that uses the building blocks (meshes and csg) to easily build: 3D Buildings - can be a building, bridge, or any rendered 3D assembly, 3D Communities - represents the 3D Scene and everything between the buildings; This is also the map placement of 3D Objects., and 3D Things - The smaller items that you build once and use many times like tables, chairs, trees, etc. I set it up where a 3D Building can be browsed separately, maintained in one place, and yet added to many 3D Communities. I added Action Zones to trigger animation such as opening a sliding or swinging door when you walk near. I have Load Zones that trigger fetching data to render a 3D Building or part of a 3D Building. (Same for 3D Communities and 3D Things). I did some tutorials and videos https://www.walktheweb.com/knowledgebase_category/tutorials/ My latest addition.... WordPress is used by about a third of the websites on the Internet now and WooCommerce has about a third of the Shopping Carts. So I created a WordPress Plugin called WalkTheWeb that lets someone with a WordPress/WooCommerce website add a 3D Store, to show and sell their products, in about 5 minutes. It allows the user to pick a 3D Store Building and 3D Community from templates, name the store, pick a URL, add a walk the web user account, add WooCommerce API keys, and create the site! Check it out.. https://wordpress.org/plugins/walktheweb/ All Free - with option paid premium upgrades like using your own domain name http://3d.YourDomainName.com . I also trademarked http://3d and https://3d to easily identify 3D Browsing websites. All of this using BabylonJS behind it. My plans... as I get time to finish preparing it, I plan to go open source with the WalkTheWeb 3D CMS host. So that everyone can create, maintain, and host their own 3D Websites (3D Buildings, 3D Communities, and 3D Things) in a way that they can be interconnected throughout the Internet. The host program (PHP, MySQL, JavaScript) I created already works between different servers. I just need to globalize some more settings and variables and finishing cleaning the code. One thing that would help make it work smoother, would be if there was a Babylonjs object loader that would clearly separate the user movement from the mesh loading. So that when I need to queue up many meshes on the fly it doesn't cause a lag. (Note, I also turned off my avatars for the moment since they were causing lag. I'll get that functionality back in there soon.) Let me know what you think... all feedback appreciated. Thanks in advance.
  16. hi i am new to babylonjs,this is the first post i made. my problem is that i make a camera,no matter the ArcRotate Camera ,FollowCamera or ArcFollowCamera the target mesh just fixed the position in the center of the screen that is very good for lots of game however i just want to make my game the target mesh a little offset at the center of screen like :at the middle bottom left screen. or any other position i want is there a simply way or a api to make it ? thanks
  17. Hello guys I have one issue . I unable to import meshes when i using Class () but everything works except for importing meshes. You can see my code here : class Player { constructor(scene) { this.scene = scene; this._skeleton; BABYLON.SceneLoader.ImportMesh("", "", "skull.babylon", this.scene, function (newMeshes, particleSystems, skeletons) { skull = newMeshes[0]; this._skeleton = skeletons[0]; skull.rotation.y= Math.PI; scene.beginAnimation(skeletons[0], 0, 501, true, 1) this.collider = BABYLON.Mesh.CreateBox("collider_box", .32, scene, false); this.collider.position.y = .151; this.collider.rotation.y = 0; this.collider.ellipsoid = new BABYLON.Vector3(0.155, 1.14, 0.155); this.collider.ellipsoidOffset = new BABYLON.Vector3(0, 1.0, 0); this.collider.isVisible = false; skull.parent= this.collider; }); } get mesh (){ return this.collider; } } Why is this didn't work ? It is becouse babylon-loaders doesn't support Class () or do I do something wrong ? Thank you in advance for your answers
  18. @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
  19. Hi, I'm looking for the same feature as I've already asked for the editor: an "onChange" event, but in DebugLayer. Here is the editor github issue for more details: https://github.com/BabylonJS/Editor/issues/48 Is it already possible to do that ? (I can't find how) And if it's not, is it possible to add it ? Thank you !!
  20. new addition level 42
  21. 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; };
  22. 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
  23. 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
  24. devAxeon

    VR camera height

    Hi, How about an option in vrHelper to force the height of the camera, even if isInVRMode is true ? I'm testing my scene seated, but I want to be in a stanted view inside my VR. So it will be nice if we have a forceDefaultHeight option in webVROptions, to always be standing Thank you !!
  25. Per-Erik

    Black outline

    Hi, I'm new here and fairly new to Babylon. I am drawing a circle on a billboard but I can't get rid of the black outline, any suggestions? http://www.babylonjs-playground.com/#FNL6ZB thanks