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Found 6 results

  1. Hey all, I've been playing a bit with quaternions to rotate meshes but I also need to use Euler angles. The quaternions are great for my internal cooking because (imo) they are easier to use and more versatile than Euler angles, but Euler angles are good for UI, it speaks to people (especially if we convert everything into degrees (the audience of the app is neuroscience researchers, so they would probably think quaternions are black magic). The BJS doc says "once you have used a quaternion, the rotation property of a mesh become null and basically no longer usable". Fortunately, we can have user think they set the rotation with a Euler angle but internally convert in into a quaternion. Unfortunately, I think I went into a bug. Here is what I have: // this._planeSystem is a mesh composed of 3 orthogonal planes let currentQuaternion = BABYLON.Quaternion.FromRotationMatrix( this._planeSystem.computeWorldMatrix(true) ) let eulerAngle = currentQuaternion.toEulerAngles() let someQuaternion = eulerAngle.toQuaternion() /* I expected currentQuaternion to be the same as someQuaternion (with possibly some epsylon) but instead, here is what I have: */ currentQuaternion { w: 0.9987502633525326, x: 0.04997916777685541, y: 0, z: -1.1097604563493715e-17 } eulerAngle { x: 0.09999999729822372, y: -1.1148677691588498e-18, z: -2.2278771887960178e-17 } someQuaternion { w: 0.9987502604624825, x: -5.56737237414314e-19, y: -2.786008172251712e-20, z: 0.04997916792147843 } /* I am not sure if it's toEulerAngles() or toEulerAngles() which is in fault but it looks like someQuaternion.z should have been someQuaternion.x */ I'm not sure, but looking at the source, it looks like you plan on giving the choice of the order. Do you confirm it's a bug? Cheers, Jonathan.
  2. Hi all, I'm trying to help a developer I know find a talented individual (NOT a company, or current employee of any company) who can work remotely on HTML5 projects and has DEEP familiarity coding in Typescript. Familiarity with pixi.js and experience porting Flash games to H5 are also nice to have, but not necessarily required - the ability to learn quickly is more valuable than institutional knowledge for this team, but knowledge of Typescript (or other "formal" training with object-oriented coding) is absolutely essential for this role. I can't share the identity of the team, but it's been around for over 10 years now and boasts a solid portfolio of popular Casual games for the PC Download, mobile, and online/web markets. Please feel free to contact me with your resume/CV, sample games, or anything else that would make you a good candidate to consider for this position. Competitive compensation negotiable based on experience! Thanks! Joe Cain Mr. Shoes, Inc. (sorry, no website yet, but I promise this is legit and I won't waste your time!)
  3. Hi! I get an error when trying to convert a house from blender to babylonjs Here is the error log Exporter version: 4.6.0, Blender version: 2.77 (sub 0) ========= Conversion from Blender to Babylon.js ========= Scene settings used: selected layers only: false flat shading entire scene: false inline textures: false texture directory: C:\Users\2015\Desktop\House\ Python World class constructor completed WARNING: No active camera has been assigned, or is not in a currently selected Blender layer processing begun of mesh: window_roof processing begun of baked material: window_roof Cycles baking texture, type: DIFFUSE_COLOR, mapped using: UVMap ========= An error was encountered ========= File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\io_export_babylon.py", line 330, in execute mesh = Mesh(object, scene, nextStartFace, forcedParent, nameID, self) File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\io_export_babylon.py", line 787, in __init__ bakedMat = BakedMaterial(exporter, object, recipe) File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\io_export_babylon.py", line 2138, in __init__ self.bake('diffuseTexture', 'DIFFUSE_COLOR', 'TEXTURE', image, mesh, uvName, exporter, recipe) File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\io_export_babylon.py", line 2170, in bake self.bakeCycles(cycles_type, image, uvName, recipe.nodeTrees) File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\io_export_babylon.py", line 2218, in bakeCycles bpy.ops.object.bake(type = bake_type, use_clear = True, margin = 5, use_selected_to_active = False) File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\modules\bpy\ops.py", line 189, in __call__ ret = op_call(self.idname_py(), None, kw) ERROR: Converting py args to operator properties: enum "DIFFUSE_COLOR" not found in ('COMBINED', 'AO', 'SHADOW', 'NORMAL', 'UV', 'EMIT', 'ENVIRONMENT', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE') ========= end of processing ========= elapsed time: 0 min, 0.0343 secs
  4. Hi, I am relatively new to Phaser. There are loads of game examples all written in plain Javascript. As I am a Visual Studio guy with OO experience, I prefer Typescript platforms over plain JS. Is there any guides that tell me how to convert JS code to Typescript productively? Please forgive me if the question had been asked before. If the answer does exist, please give directions. Thanks. Geo
  5. We have an immediate requirement for an animator/artist to repurpose a large amount of flash vector graphics and animations into bitmap animations for use in HTML5 (spritesheets/texture atlases) There’s a lot of min-games that need converting – approximately 300 (TBC). The original flash anims were authored over a period of about 10 years or so and there’s multiple authors, so styles vary a lot. The activities/games are all very simple, but because of the nature of the players they tend to have large graphics. Some things we’re particularly looking for: Essential skills:FlashPhotoshopDesirable skills:dragon bones/spriter/other skeletal animation system experienceZoeTexture PackerGit/BitbucketNice to have CreateJSPixi.jsunderstanding of HTML5 game development processesexcellent knowledge of creating artwork in Flashmust be able to create optimised sprite sheets from existing flash assets within tight specificationsknowledge of mobile and html5 restrictions
  6. Google and Mozilla disabled Adobe Flash... If you are interested in converting your games in HTML5 contact us! We have achieved a great experience in porting of games both casual and gambling. We have collaborated, among others, with SpilGames... but examples woth more than 1000 words, so... Take a look at some of our works! Desert Face Flash: http://www.codethislab.com/showcase/html5_conversion/desert_face/flash/ HTML5: http://www.codethislab.com/showcase/html5_conversion/desert_face/html5/ Receptionist’s Revenge Flash http://www.codethislab.com/showcase/html5_conversion/receptionist_revenge/flash/ HTML5 http://www.codethislab.com/showcase/html5_conversion/receptionist_revenge/html5/ Mahjong Alchemy Flash http://www.codethislab.com/showcase/html5_conversion/mahjong_alchemy/flash/ HTML5 http://www.codethislab.com/showcase/html5_conversion/mahjong_alchemy/html5/ For further information contact us at ida.dicostanzo@codethislab.com visit our website to know more about our company: www.codethislab.com