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Found 12 results

  1. Given a vector expressed in global space and a mesh, how can I get the position of this vector within a mesh local space? Or, alternatively, how can I get a parent position within a child local space? Update: Just figured it out... It is simply vector.subtract(Mesh.getAbsolutePosition()), right? Update2: Ok it's not... Because it doesn't take in account the mesh rotation.
  2. Hello, How might I rotate the propeller in the following scene: I'm obviously not defining the variable for the prop correctly. Below is the full code: Thanks, DB
  3. Currently I am writing PBTs (Playground Based Tutorials) . Writing the code in the playground editor is OK but since the code alters itself it can get tricky and you can lose code you have just written. Writing the code in VSCode and then copying and pasting into the PG and running is one way. The best way I have found is to clone Babylon.js install npm and monaco into the playground directory add simple serve script into the playground directory run local server in browser localhost.../index.js Is this the best way to obtain and run the Playground locally? If not what is the better (best) way?
  4. hello guy's I have a simple question really so simple why i cannot make playground work on local or on my serv ... this is playground scene from "" this is the basic scene its work properly thx in advance
  5. Hello, Evaluating Web Audio API, for 3D sound, mixed HowlerJS with BJS without realizing: Oh, Babylon.Sound ... ? Whylookathat, lots of sound! : ) Thanks to answer below, with links. I will head that way. Related question is around WebAudio API AudioContext and -> compressors, oscillators, reverb, etc. with JS! +1. That should all be available through the AudioContext in Web Audio API... if there is an example. If not. I'll dig down, figure it out, and put it here.... : ) Applying 3D Sound with BABYLON.Sound. : ) Cheers.
  6. Hello everyone. I am new to this forum so first of all, hello everyone! I have been working on a new local gaming platform this weekend and would like your feedback. I would be happy with technical input but also with input about the idea or what you would like to see to use this platform. The idea of this platform is that people can use their mobile phone to control the player in their game which is being displayed on a computer monitor or a television. In the current state, the project is still not stable but the basics work. I implemented up until now: two library files (xentha-server.js and xentha-client.js) which respectively represent the server and client library files, an API server which accepts API request (to register games or users) and socket connections from clients and a game socket. The API forwards data from and to the client and game socket. For example, client input to the game socket and layout definitions to be presented to the client. For now I used socket io to implement the socket connections, although I am not yet satisfied with the performance, I will see if I can replace this later on. As an example I took a game from the phaserJS examples: Invaders, and altered it a little bit to work with sockets, this still needs more work and contains singleplayer code, like: scores. Next to that, the code is not yet very well written. It still needs some improvement on the structure and redundancy of code. Current functionality Client library: - receive server commands: roomJoined, playerLeft, playerJoined - send input to server Server library (to add to your game): - Receive player input - Define client layout and send to clients (buttons, text) - createRoom, joinRoom, playerJoined, playerLeft - Receive client input - Audio Manager (play, pause) Website: - Profile - Register games. Ideas to work on Server library: - Custom achievements Website: - Lobby - Leaderboards Client -Custom HTML layout definitions All code can be found on github: Thank you in advance for any feedback. If you would be interested to help me improve it, let me know or create a pull request. Kind regards, Bram
  7. Beemertron

    Translation distance value

    Hey everyone, I'm a little new to game development, so I really appreciate the advice! I'm just looking to understand local translations a little better. Basically what I have is 2 blender models (that I downloaded off Turbosquid) I have the distance value to my first model set to 300, and the second model set to 1, however, the model that is set to 1 is moving faster then the model set to 300: game.subject.translate(BABYLON.Axis.Y, 300, BABYLON.Space.LOCAL); unit.mesh.translate(BABYLON.Axis.Y, 1, BABYLON.Space.LOCAL); So I guess my question is, is the distance value relative to something? Both models are about the same size.
  8. Hello, I want to convert the coordinates from a mouse click to canvas coordinates. The coordinates generated by jQuery.PEP "pointerdown" event are apparently "world" (browser?) coordinates, they are not canvas coordinates. I am also using the "hit" testing, which is fine for "selecting" meshes. But now I want to engage the canvas for "missed" hits, and respond to those clicks as well. Where might there be a "simple" translation I can use that doesn't involve a "positive" hit? Thank you... Michael Powell
  9. I am currently manipulating a series of ground objects. I am able to manipulate the ground with different noise effects and calculations to get the effects I am desiring on a single ground plane. The problem when I am doing it with the series of them they are all effectively getting the same manipulation applied. I am generating the ground objects in a block so they are all one right after another and look like a single plane, so they all have an offset in the global space. How then can I convert the point from its local assignment in the script: TERIABLE.UpdatePositions = function (positions) { for (var idx = 0; idx < positions.length; idx += 3) { positions[idx+1] = positions[idx]*positions[idx+2]; } }; //Section where it is called: this._block.updateMeshPositions(TERIABLE.UpdatePositions); to a global position. I might be able to do it by adding the grounds.position.x and y to the idx values? but I have not tried that yet and I am not even sure how to pass the ground object with the positions on the updateMeshPositions call i see no optional variable offset in
  10. I'm very new to Babylon.js and have spent a few days reading through the docs and forums, but I haven't been able to find a good answer for this. Let's say I have a rotating and scaled cube in my scene and I want to get the absolute position of each vertex. I found this topic for translating world coords to screen coords: but so far I can only figure out how to get the position of the mesh itself, not for its vertices. In fact, even after digging around in the mesh object, I can't even find where the vertices are stored. How do I get the coordinates of a mesh's vertices so that I can translate them to screen coords so I can draw debug lines on a canvas?
  11. Hi, i recently uploaded the first version of one of my side projects, p(ape)rball. play p(ape)rball The game is a variant of Puzzle-Bobble. It currently includes one randomized endless mode with a local highscore and a dancing monkey. Not to be totally unoriginal, I also included bombs and bricks. Bricks can only be removed by clearing the surrounding items. Bombs explode if you connect them with three items of the same color. The current Version of the game automatically scales to various display sizes (on startup). The last screenshot shows the iPhone 4 version of the game. Please let me know what you think about the current gameplay. Cheers, David
  12. Is a local web server like cloud9 necessary to code in phaser? I heard about it recently but up until now i have simply been opening the canvas on my web browser and everything has been working fine. I dont use anything like cloud9 to run my code and havent had any problems. But even the phaser setup talks about downloading a local web server. So ultimately im confused, do we really need one, and if so why. I dont seem to have any problems just coding and opening it in my browser.