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Showing content with the highest reputation on 12/21/13 in all areas

  1. 1 point
    Dad72

    network system for babylon

    Hello, Small contribution for you. I've accomplished to Babylon a network system by using "Node.js". There is a class for the client and one for the server. I have also placed a server.bat to start the server and i have developed a functional demo of chat in real time. This can probably be improved, but it works and it is simple. Network.zip (Chat)
  2. 1 point
    Morgondag

    [WIP] Rymdresa by Morgondag

    THE BETA IS OUT! You can join it here: http://tflig.ht/17xeeun
  3. 1 point
    kru64

    FBX to Babylon export problem

    I found solution. I use Autodesk FBX 2013.3 Converter http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 I convert fbx to fbx 2013 and probably this conversion fix all mistakes, and then export from fbx to babylon is occur without problem. Nevertheless thank you for helping
  4. 1 point
    Not necessarily. I tested four of my games with it, 3 of those 4 run slower via Crosswalk (about 20 - 30%, I have not yet figured out which parts, but it's all physics-free, only drawing, basically). The main advantage is not performance - it's independence from Ludei's.. shall we say: peculiar bug fixing pace.
  5. 1 point
    Alright! Thanks for the tips DeltaKosh & RedDozen. The neighborhood loaded fine without any stray meshes this time: The steps were: 1. Load mesh 2. Create array of x,y,z,rot 3. Call cloneModel function BABYLON.SceneLoader.ImportMesh("", "house_A/", "house_A.babylon", scene, function (newMeshes, particleSystems, skeletons) { // STEP 1 var housedata = [ // STEP 2 These are in Right-Hand Coordinates, So don't forget to convert [-431.1,0, 29.5, -90], [-44.1, 0, 191.7, 0], [-304.1, 0, 122.3, 90], [-255.7, 0, 209.4, 270], [-416.2, 0, 268.8, 58.9] ]; cloneModel(housedata, newMeshes); // STEP 3 }); function cloneModel(data, meshes) { for (var i = 0; i < data.length; i++) { var harray = data[i]; if (i == 0) { for (var j = 1; j < meshes.length; j++) { // JUST MOVE THE FIRST MODEL if (meshes[j].subMeshes.length != 0) { // MOVE PARENTS meshes[j].position.x = harray[0]; meshes[j].position.y = harray[1]; meshes[j].position.z = -harray[2]; // for R->L coordinate meshes[j].rotation.y = -harray[3] * Math.PI / 180; } else { // ZERO OUT CHILDREN per DeltaKosh meshes[j].position.x = 0; meshes[j].position.y = 0; meshes[j].position.z = 0; meshes[j].rotation.y = 0; } } } else { for (var j = 1; j < meshes.length; j++) { // CLONE THE REST OF THE MODELS if (meshes[j].subMeshes.length != 0) { // can't dup child meshes, dup parents var c = meshes[j].clone(); // name? c.position.x = harray[0]; c.position.y = harray[1]; c.position.z = -harray[2]; c.rotation.y = -harray[3] * Math.PI / 180; } } } } }
  6. 1 point
    Deltakosh

    Moving and Rotating a Complex Model

    The thing I can suspect here is that children objects have already a position and rotation. So that, they are offseted from their parent. Could you try to set the right position on the parent AND set the children to 0,0,0 ?
  7. 1 point
    antonio

    LD28: One Shot To Glory

    Hehe, nice!
  8. 1 point
    OkijinGames

    [WIP] Jelly Slice

    Thanks all, For the jelly, I went with a "fake it" approach (nothing physics based). The bounding polygon corners are smoothened using a bezier curve and animations are rendered by moving the control point of the quadratic curves based on a timer that is reset when a cut occurs. Originally I wanted to achieve something similar to these cute pudding monsters from Zeptolab but had to revise my goals very quickly... maybe in version 2 ill try harder
  9. 1 point
    mariogarranz

    Physics timestep?

    Thanks Jesse, but to be honest the new sprites suck compared to the swift animation of the player you had That's quite an interesting article. I was looking at this one, quite similar, before: http://gafferongames.com/game-physics/fix-your-timestep/ That's why I was asking if I should code the jump physics myself, or if I was just doing it wrong and there was another way so that just adding gravity would work at the same speed on every device.