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Showing content with the highest reputation on 04/03/18 in all areas

  1. 2 points
    The default pipeline has been updated to add Depth of field, Grain, Chromatic aberration and MSAA post processing. The existing bloom effect has also been updated to only bloom the bright highlights instead of blurring the entire image. See the updated demo and docs. Please let me know if you have any feedback. Thanks!
  2. 2 points

    moveWithCollision issue -- quirks

    Cannot thank you enough for so much explanation! -- I am going over it again to make sure I understand it.; I will definitely share with us once I have something to show. When I saw your explanation and the playground link; my immediate impulse was to save the code along with the explanation before it got deleted "The secret to creativity is knowing how to hide your sources". Thanks again -- would have never got this far.
  3. 1 point
    Hi everyone, I have been working on another io game, and the first version was completed almost two weeks ago. Here is the link http://nebulaz.io Features: The game is based on mining resources and creating a fleet with the points you collect. Ships auto shoot nearby resources or other ships. Players can buy ships with the resources. On the map, there are 4 health regen areas marked as green on the minimap. Development Notes: I used pixi.js and shockwave filter for explosions Howler.js for spatial audio Communication is in a binary format. The game also works on mobile devices, thanks to pixi.js. There is no client side prediction, everything is calculated on the server. The web server uses node.js for static content. The game server is written in C++ using uWebSockets. Here is a video on my twitter. https://twitter.com/asyncrobot/status/976192042215923715 I would like to hear what you think about this, Thanks!
  4. 1 point
    You are totally correct!
  5. 1 point

    Camera view as an MP4 stream

    Hi there, is it possible in Babylon to create an mp4 stream of a camera that isn't the active camera view? A basic example would be to stream a particular viewpoint of a scene that onto Youtube live or something like that. I'm trying to create a second screen experience for my VR app. Cheers!
  6. 1 point
    I'm with you!! keep the faith!
  7. 1 point

    PBR on iOS

    Hi there: As using the environment in a DDS format is revealing as an excesive time consuming task, I'm decided to keep the things simple and use the good old 6-sides method for the CubeTexture/CubeMap. Thank you very much.
  8. 1 point

    iOS Cordova sound issues

    This sounds like Bug territory. maybe see https://forum.ionicframework.com/t/ios-9-2-cordova-plugin-media-no-sound-fix-on-the-way/45100 Edit: Never mind, bug was fixed
  9. 1 point
    @Rodrix3 Yes. Yes. It does. You just have to select "Generate Lightmapping UVs" in the fbx properties (appears in the "inspector" tab after selecting the fbx file in the project explorer. AO is baked along with lighting and global illumination (GI affects only if you enable Final Gather pass in lightmapping). @MackeyK24 has contributed entire Unity exporter to Babylon. Just download it from Babylon github repo and place it in Asset folder of unity project and there will be a Babylon menu in the main menu bar. You can export babylon scene from there. Make sure to select "Shadowmap factor " to 1 under lightmap setting of the Toolkit exporter and preferably export lightmap as png by setting "Default texture format" to png. Lightmap channel in Babylon is multiplicative which means if light is 0, it will be black. So you will still need to add lights in your Babylon scene. But you can do good with one simple directional light and one hemispherical light.
  10. 1 point
    Take a look at this playground: http://playground.babylonjs.com/#JA1ND3#73 See the selected/unselected events that fire when someone looks at a flag on the ceiling. You could create something similar using your buttons instead of the flags and when your button is selected/selected add your desired timer logic.
  11. 1 point

    Merging polygons with dynamic textures

    Hi and welcome to the forum. It would be very helpful if you could produce a simple playground to show the problem.
  12. 1 point

    iOS Cordova sound issues

    One thing I am pretty sure works is converting to inline Javascript with a Base64 encoded audio buffer. The decoding in the Javascript is very minor, but built into the QI extension to reduce amount of code generated. I have a page which will either record off mic or bring in files for conversion. When using the mp3 decoder to bring in files, they will be sampled at the highest rate your desktop hardware supports, even if lower in the actual .mp3 file. You can down sample when writing script to reverse this. You would no longer be at the mercy of the platform. At times that can be a very good idea.
  13. 1 point
    Hi again, AJTJ! Just to tell people... previous thread: http://www.html5gamedevs.com/topic/36762-how-do-i-control-a-ball-and-create-a-contained-game-world/ Over there, I suggested reading http://www.html5gamedevs.com/topic/36672-movewithcollision-issue-quirks/?tab=comments#comment-210347 That is where I show/talk-about the invisible joint method of p-mesh (physicsMesh) moving... which... was taught to me by someone else. It seems like the player stays under control, better, with that system, though. https://www.babylonjs-playground.com/#15AFCG#30 (#29 for a slightly slower-motion version) The little gray ibox would be invisible... in the end. The physicsJoint between the gray ibox and the green player box... is already invisible (it is an equation, and equations have no physical form) Keypress auto-repeating (held keys) probably needs to be pondered. Physics forces can "accumulate". Without mass and friction to counter-act accumulated forces, players can go a-flying. Mass can be set dynamically (make player get heavier as it moves further, then reset to normal when stopped. Like real-time adjustable brakes.). When mass increases, so can friction against the ground. You can change it on-the-fly, but I have not seen any applications that do that, yet. That "sharing a joint with higher powers" (#29 / #30 PG) can help with over-power, and its easier than doing dynamic mass adjustments. We have what? FOUR 3rd-party physics engines within "reach", now? I think so. OimoJS, AmmoJS, CannonJS, and EnergyJS. Phew. CannonJS probably has the best docs, so far. Stay tuned... other comments coming. For me, physics engines are like beautiful women that you fall in love-with, who repeatedly punch you in the head, and you still can't stop loving them.
  14. 1 point
    Hahaha..I'm sure we will get restraining orders as a new functionality even on forums then...:P
  15. 1 point

    getHeightAtCoordinates error

  16. 1 point
    Thanks, this default pipeline rocks
  17. 1 point
    Hello @in mono, thank you for your reply. I will test it !
  18. 1 point

    Collision Detection Question

    @Ninjadoodle I also tried that hit test function and you are right, it's not working properly. I will take a closer look on it asap, or then try to find another one.
  19. 1 point

    Panda 2 now supports Instant Games

    Due to the changes that Facebook made to the Instant Games SDK, the plugin and also the uploading was not working properly anymore. I have now fixed and updated Instant Games plugin to v1.3.1. You should update the plugin to all your games that use Instant Games. https://www.panda2.io/plugins
  20. 1 point
    Hi all, Due to the changes that Facebook made to the Instant Games SDK, the plugin and also the uploading was not working properly anymore. I have now fixed and updated Instant Games plugin to v1.3.1. You should update the plugin to all your games that use Instant Games. https://www.panda2.io/plugins
  21. 1 point
    I didn't know that I had to restart blender in order to work... Sorry for the mistake.
  22. 1 point
    Yep, I already save the link here, waiting myself taking time to update all of this
  23. 1 point
    http://www.babylonjs-playground.com/#WWJUIG#20 Had an epiphany before bed... Now to make the noises line up.
  24. 1 point
    http://www.babylonjs-playground.com/#WWJUIG#18 After simplifying the UV/heightmap stuff the zones still do not match up where they to the best of my knowledge pointing to the same data. hmmm this is prolly frustrating me more then it should.
  25. 1 point
    ... Funny first thought Thanks, one more bug solved!
  26. 1 point
    This is not expected, the output when HDR is set should not have the dark reflection. I created https://github.com/BabylonJS/Babylon.js/issues/4060 to track this issue. Thanks for the feedback. This playground should fix your issue after the next build is released. http://playground.babylonjs.com/#1YAIO7#35 Note the line: mirrorMaterial.reflectionTexture = new BABYLON.MirrorTexture("mirror", 1024, scene, true, BABYLON.Engine.TEXTURETYPE_HALF_FLOAT); which is needed to set a higher precision texture type to match that of the HDR textures used in the post process to avoid banding/artifacts
  27. 1 point
    Thanks for the reply! That document was useful. For anyone else that is new, and is reading this, this is my summary (and please correct me if I am wrong): MetallicRoughness and SpecularGlossiness: are materials for "beginners" to get started into PBR and making simple tests before learning the more complex PBRMaterial. PBRMaterial: is the material to use for production usage, as it combines all the properties of both the MetallicRoughness and SpecularGlosiness, plus adds new properties. This the only material you should be using for production. So basically, we will be using only PBRMaterial for production.
  28. 1 point
    Terminology is one of the "bigger" parts of learning webGL. Remember... when we would use 3 x 5 recipe cards... or "flash cards"... to learn terms? Words written on one side, meanings written on the back. Perhaps someone will create The BabylonJS Flash Card Set... level 1, level 2, and level 3. Let the playground "flash" cardPlanes at us, and flip them over to show meanings, too. Heavy GUI textblock work. But but but... hmm. What database-o-terms/defs? Who chooses what should be included? Who gets admin/maintenance responsibilities? Related-to "The Great Glossary Project" that we once talked about in Tutorial Talk thread. Hmm. (Wingy nods to Inteja). Yep. Step #1, web search. Then forum search. Then docs search. Lastly, stand outside Deltakosh's house at 3AM and yell your questions into a megaphone. That's my favorite way.
  29. 1 point

    What's next?

    I just did! Issue created: https://github.com/BabylonJS/Editor/issues/51 I added the steps for reproduction of bug. About reflection probes, that awesome to hear that!. P.S: This seems to be a nice community. Thanks for all your replies.
  30. 1 point
    Hello per gltf spec, the metallic roughness is the way to go If you want to use .babylon files you have the choice to either use metal roughness or standard material (which is not physically accurate) More info: http://doc.babylonjs.com/how_to/physically_based_rendering
  31. 1 point

    What's next?

    Pinging @Luaacro for editor bugs (Can you create issue on its repo? https://github.com/BabylonJS/Editor) Regarding reflection probes, we are actually thinking about something along these lines
  32. 1 point
    Hi, This pipeline is great ! Thank you for sharing !!! I've noticed a strange behavior when using default pipeline with HDR set to "true" and a mirrorTexture : Here's a playground with a mirror and HDR set to "false" : https://www.babylonjs-playground.com/#1YAIO7#33 => reflection is fine Same playground with HDR set to "true": https://www.babylonjs-playground.com/#1YAIO7#34 =>lighting in the reflection is different (darker) Is this the normal behavior ?
  33. 1 point

    Reskin Needed

    @Andy Williams please, post new topic about your question in related subforum (and provide as much information about your skillset as you can, it will make you look more professional and show your respect to readers) - do not spam unrelated topics. thanks.
  34. 1 point

    New Class API documentation

    Just commented the entire Engine class (did Scene yesterday)....Let's keep the fight
  35. 1 point
    Wingnut I have just found old topic. Nice animate camera (target, position) set! PARTY!
  36. 1 point
    Ha! I'll boot up a new thread when I have some time. Thanks @Wingnut!
  37. 1 point
    Hey JPS... thx for the video. Nice! Perhaps we (you) start a new topic? Then, there, we can do a serious discussion about... "A Particle Dream" (love the wolf shape) and other fun things from https://experiments.withgoogle.com/chrome?tag=Particles I dunno how they (other we's) do that stuff, but... with enough begging and buckets of KFC, I think we could coax the author(s) into coughing-up the algorithms... maybe. I love this stuff, and forum friend @dbawel also needed this, recently. (He wanted particles that flow-show the air currents around spinning propeller blades.) Attractors and repellers (swarmers?) are probably not REALLY on-subject for the BJS framework forum. It's a good subject, though. It's a GREAT effect... can't look-away, eh? https://www.babylonjs-playground.com/#JVH6E#6 That's the nearest particle PG we have... to "A Particle Dream", I think. It comes from THIS THREAD. And here is another INTERESTING THREAD. *shrug*. Hope I've been helpful. "Particle Swarming - Where Are We?" sounds like a nice Q&A thread title... that could include long, grinding discussions, and 'plotting' how to talk authors out-of valuable swarming algorithms/source-code. Your call. And, you know, we will probably have to go web-browsing about particle swarming, too. It is more than just a webGL subject. It's actually rather "math-ish", eh? yech!
  38. 1 point
    @Wingnut It doesn't necessarily need to be an outline. In layperson terms...I'm trying to take a bunch of dots and project them onto an object. Take for instance a coffee cup. I'd like to take 1,000 or so dots and have them create the shape of that coffee cup. Sort of like Radiohead used in their lidar scan video:
  39. 1 point
    @jps0611, I can't think of a way to do that. HighlightLayer or glowLayer won't work? There are some things you can do... IF your mesh are boxes or planes... using short particle lifetimes, low emitPower, and careful emitbox/direction settings. https://www.babylonjs-playground.com/#1NXKLI#13 And then ... somebody once made a particles-from-vertices thing. https://www.babylonjs-playground.com/#2A4NUR#7 (that whole series is full of fun... all the way up to #46 or so) It's still not 'outline of particles', per se. hmm. I'll keep thinking. How about a nice circle-of-particles around your mesh? https://www.babylonjs-playground.com/#2A4NUR#42
  40. 1 point
    Whether using particles or dynamicTexture, the most difficult part... will be "heat zone delineation". Both systems... will need some 'drawing' system. I would begin... using dynamicTexture (with transparent background, placed on a sphere slightly larger than the planet). DynamicTexture can do exactly what you need, but oh... those soft, round edges (around each heat-zone). And sometimes, the edges are harder, sometimes softer, depending upon the amount of heat-change per distance. erf. Particles allow SOME "randomness" with their emitBox, speed, size, and directional 'ranges', but that might be a dangerous enticement for this project. Actually, what you need is very precise control over the shapes and edges of the heat zones. Although they are color-dithered (faded) between zones, they are fairly precise, both x/z positionally, AND Y-altitude-wise. The Y-data is the heat value and that value determines the color (as you know). So, no matter if precisely positioning various particles in various colors, or precisely 'painting' various colors onto a dynamicTexture 2D canvas... the fuzzy-edged wobbly-circle generator... is going to be the bitch. But yeah, you can hand-paint them or use grayscale images made by others... such as heightMap grayscale images. Speaking of heightMaps... https://www.babylonjs-playground.com/#E6OZX#7 That's a weird one, eh? Then, if a guy looked in this 'BJS raw-JS' file, and searched for VertexData.CreateGroundFromHeightMap... a guy could find the code for that... and steal it! YAY! Put it in the playground, make a few adjustments, and start hacking on it like a mad man. 174 versions later... https://www.babylonjs-playground.com/#E6OZX#181 Just kidding. I didn't make all those versions. I disabled line 25 and added line 26... one simple hack... don't let the Y-height increase. And now, look how it is flat. Look how it has soft edged circles of different textures. Your version would use colors instead of textures. Colors based upon a grayscale image, drawn, or stolen. A 'heightMap' is now a 'heatMap'. Ok, I'm just going crazy, here. Grounds aren't spheres... but these are just some things to think about, I suppose. https://www.babylonjs-playground.com/#11JINV#36 That's... BabylonJS GUI... (for mesh texture, not full screen) used to map transparent-background textBlocks... onto spheres. It uses (internal-to-GUI) dynamicTextures on spheres. (yawn) You can (programmatically or manually) paint upon any dynamicTexture canvas, including BabylonJS GUI-made ones. Now look at this one... https://www.babylonjs-playground.com/#11JINV#58 Look at lines 162-195... I get the image data from the textADT inside the frame area... and stuff it full of random numbers (wherever .alpha was found to be > 0, so, on the character shapes only.) Painting... on the canvas... of a dynamicTexture... that could be mapped onto a sphere. You have the power to paint fuzzy wobbly circles with a JS-powered fuzzyWobblyCircleGenerator. Your future looks big, bold, and unhindered, Bladetrick. You should be able to take over the world in just over 3 months. Now, JPS... holy crap... I need to think about that one.
  41. 1 point
    Howdy, @Wingnut you may be able to point me in the right direction here. I'm essentially trying to achieve what @Deltakosh is doing above but with particles. I want to do a particle system and have it form the outline of the surface of a mesh. Any playgrounds out there that illustrate this? Thanks!
  42. 1 point
    Derp..I'm just now seeing @Wingnut awesome post!
  43. 1 point
    @Deltakosh Is it possible to do the same thing but using the particle system instead of discreet meshes? I'm building an experience where I'd like to have the particle system adapt to different object shapes. Comparable to what https://hellopupil.com/ are doing. Thanks!