Search the Community

Showing results for tags 'heightmapimpostor'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 4 results

  1. Hi kids! Admiral Deltakosh recently adjusted some code to get our CannonJS heightMap impostors working somewhat better. (still avoid non-square terrains) BUT (there's always a but)... check this out [PG test #45]. Wait for all the movement to stop. Are all the boxes sitting on their edges? Impostor-meshShape rotational-sync issue? Me thinks so. Also, I think I see muddy ground (mesh slightly sinking into terrain). We will know more... once the rotation issue is solved. I mentioned it in this recent discussion (scroll to bottom), but DK has been pretty busy, so we should try to puppy-chow these issues (try to solve without expert help). But... the rotation issue started recently - possibly caused by recent activity in heightmapImpostor or boundingBox code. @Deltakosh, I will ask blunt. Did your recent heightmapImpostor fix... somehow affect boxImpostor rotations? Do you/anyone see boxes in #45 demo... resting/sleeping on their edges? Any thoughts/ideas? Should I be in bugs? Should I have continued talking in the github comments? (I fixed a bad link to pg #45 in github comments) I never know how to report stuff. Over 60% of my reports... end with finding a Wingnut mistake.
  2. Hi @all, Is there a problem with the HeightmapImpostor? In my test application dont work the pyhsics anymore. The player and other objects fall now through the ground. let groundFHM = BABYLON.Mesh.CreateGroundFromHeightMap("groundFHM", "textures/heightMap.png", 100, 100, 100, 0, 10, scene, false, function () { ... groundFHM.physicsImpostor = new BABYLON.PhysicsImpostor(groundFHM, BABYLON.PhysicsImpostor.HeightmapImpostor, { mass: 0, friction: 0.2,restitution: 0.3 }, scene); }); In this Demo from @Wingnut works the physics also not correct at all. Edit: In my older babylon.js alpha version this works by the way
  3. When I try to make a BABYLON.PhysicsImpostor.HeightmapImpostor with something that is flat shaded the collisions do not work. I was wondering if that was a bug or if you need to use a smooth shaded mesh in order to make a Heightmap Impostor.