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Showing results for tags 'fov'.
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I have a babylon.js scene on which I have added some meshes. I want to make the preview image where all meshes would be in camera frustum and fitting exactly the user's screen. How can I do it? Please, fix my playground: https://www.babylonjs-playground.com/#12WBC#95
Hi there ! I have a small question, I am looking for the best way to make a mesh match the camera clipping plane. The only issue I am getting is that the camera is always zooming/unzooming because the mesh never perfectly fits the clipping plane... I made a simple Playground scene to show the issue : http://www.babylonjs-playground.com/#AZZNI You can increase the zoomingSteps value if you can't see the issue. Thanks in advance for your help, I will keep you informed if I find a solution.
YardGnomeNinja posted a topic in PhaserTo start, I'll say, there may be a better way than what I'm thinking, so I'm very open to suggestions. I'm making a Roguelike. I have rooms with attaching tunnels, a player that can move to free spaces, the VERY basics. I've reached the point of implementing an FOV (Field of View). I've got it in place for the most part. When the map is drawn, only the visible spaces within the player's FOV display their tiles, however when it comes to updating the display I'm getting nowhere, very...very... slowly. I've tried calling my "recalculateFOV" function in the Phaser "update" state, only to be fired when the player moves, then redrawing the entire map based on the results. This is agonizingly slow for some reason I can't quite decipher and just doesn't work properly. Then I thought maybe I needed to overwrite how Phaser handles drawing to get the job done. I Googled for any help on how to go about that and came up empty. I've read a couple of Phaser tutorials on creating a Roguelike, however the ones I've found left out handling FOV. Any help or suggestions would be greatly appreciated. Thanks!