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Found 10 results

  1. For no good reason I was thinking about physics engines and came across this. As I was looking for a new challenge I took a look and as BitOfGold said the API is horrible but though I would give it a go. I took this example and had a go at making it work with Babylon. Never having worked with 'workers' before I had a go at doing a test with a direct implementation with Babylon.js which is here and if anyone is interested the code is at github. Very early days but slowly over the next year I will have a go at seeing what is possible and if getting somewhere will see whether it would make a good extension with added documentation. As a very amateur coder however I have a lot to learn for example how do I use ammo.js without enclosing everything in Ammo().then(function(Ammo) { }) Anyone else interested in seeing what is possible with Ammo.js and Babylon.js the let me know.
  2. 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!
  3. Just ask. How is with engergy.js physics engine? Is it out our not ?? Can we try it? Any documentation? Or is it still not out? greetings
  4. Hi guys, coming soon to the babylon.js near you - height maps using cannon.js! The image attached shows a prototype of the heightmap integration. There are a few problems to be solved, but 2.3 will have an impostor for heightmap (for now for cannon.js only).
  5. Mitrug

    World Size in P2 Physics

    Greetings! In the P2 Physics Engine outside of Phaser (server-side P2), is there a direct way of specifying world bounds? (To get same results as this example) Or do I have to manually specify each side? (Like this example) Thanks.
  6. I have tried p2.js but I am unable to make it work in PIXI.js. Can anyone point out what is wrong? I just want to make a simple program that if I click on the canvas a ball will be created and fall down.
  7. Hello, I am a bit new to this, but have a working hockey rink with a puck and walls that stop the puck, but it seems I cannot use any other impostor shape other than sphere on my puck even though it is defined as a cylinder when created. Thus, the puck ROLLS along the ice instead of sliding like a puck. Here is a bit of code for the puck and ice. ice = BABYLON.Mesh.CreateGround('ice', 200, 85, 2, scene); puck = BABYLON.MeshBuilder.CreateCylinder("puck", {diameter: 0.3, height: 0.1, tessellation: 32}, scene); ... ice.physicsImpostor = new BABYLON.PhysicsImpostor(ice, BABYLON.PhysicsImpostor.BoxImpostor, { mass: 0, restitution: iceBouncy, friction: lessSlippery }, scene); puck.physicsImpostor = new BABYLON.PhysicsImpostor(puck, BABYLON.PhysicsImpostor.CylinderImpostor, { mass: 1, restitution: bouncy, friction: slippery }, scene); BUT, if I change BABYLON.PhysicsEngine.CylinderImpostor to BABYLON.PhysicsEngine.SphereImpostor it bounces off the ice as expected. Other shapes also do not work. I test with BoxImposter and it did not stop the puck from falling through the ice either. Is there some reason I can't use CylinderImpostor? I feel this must be something simple I am not doing correctly. Thanks for any assistance! EDIT: I am using babylon 2.4 and the latest version of cannon.js <script src="http://cdn.babylonjs.com/2-4/babylon.js"></script> <script src="http://www.babylonjs.com/cannon.js"></script>
  8. Hi guys, I just finished a new tutorial about cloth-simulation using the new physics architecture. Thought you might like to read: https://blog.raananweber.com/2016/04/03/cloth-physics-simulation-for-babylon-js/ If you have any questions or I missed something (or something is not clear), give me a shout! Cheers!
  9. xananax

    Deterministic physics engine?

    I am looking at Phaser, but not sure what to go with yet; As I say in the title, I'm looking for a deterministic physics engine, and I find it difficult to obtain information on that subject. In other terms, the same rigid body with the same parameters, subject to the same conditions, should always react in the exact same way. It seems to me that most physics engine are not concerned with guaranteeing that, which makes sense in most cases, but not in mine. I am not overly concerned with performance, as long as the simulation is accurate and predictable. Any suggestion?
  10. I am about to start work on a top down game which sees the player moving around the screen with a view from above. So far in previous games I have only used the arcade physics and looked at platform style games. I am a complete newbie and am now venturing out of tutorial land. I have little knowledge of any of the physics engines (including arcade). I only need basic physics for movement and collision. If I create the player using arcade physics when they start to move it treats it like a front on view so the player drops (simulated gravity). I need to just allow the player to move freely from a top-down view (see attached image for rough idea). Please can anyone help suggest the best way forwards? Thanks