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Showing content with the highest reputation on 05/05/18 in all areas

  1. Hi everyone, I've got a site up with over 1900 tracks original music and sound fx that you are welcome to freely to use for commercial projects as well as non-commercial ones. http://soundimage.org/ All I ask is to be credited as indicated on my homepage. I hope the site is useful. And and all feedback is welcome and much appreciated. Thanks, Eric
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  2. I think you need this.tanks.updateTransform(); at the end of preRender().
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  3. Hi, i am really happy to show You next preview of game. There is a one year of work in BJS. What has been changes from last time: - I decided to split servers. One server for sockets, storage and sessions is in Symfony 3 (in earlier preview I using node server with socket IO server), second server is monster server in node JS with NullEngine of BJS 3.2. Monster server control all monsters in game to avoid cheating. - correct working quests with chapters - We use BJS 3.2 - Some improvements (gui, optimize etc) - new locations and new monsters. This version is only previe
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  4. With 3ds max exporter v1.0.5, compression quality is set to 100% jpg base color without any transparency is copy / pasted to output. Thus no conversion to png + dpi unchanged. Thanks for your feedbacks!
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  5. Happy Friday Everyone, Brand new sound effects are ready for your projects here: SFX – CREEPY http://soundimage.org/sfx-creepy/ Have a good weekend!
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  6. Ok I was able to fix it. For anyone wondering, this is what I did: this.game.input.onDown.addOnce(() => { this.game.sound.context.resume(); });
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  7. Deltakosh

    NullEngine and oimo

    I guess your issue is that you need to also npm install oimo as it is an external dependency for Babylon.js BJS only contains a plugin for it but not the actual physic engine code
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  8. Hello, About the second playground it is all expected as the Highlight Layer does not support transparency: https://doc.babylonjs.com/how_to/highlight_layer#default-use-case About the first example I would say it is almost expected 🙂 What happens is as you are using a separate rendering group you are erasing the required info for the highlight to work (this requires the stencil buffer) so you could prevent this like here: https://www.babylonjs-playground.com/#1KUJ0A#105 Or rely on separate cameras to achieve the same effect easily: https://doc.babylonjs.com/how_to/highlight
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  9. See the preRender method in https://codepen.io/samme/pen/EwjMbG?editors=0010.
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  10. Hi again @seb75. Sounds like you have not calculated the uv values for each vertex of your custom mesh correctly. Here's a PG that calculates uvs based on x,z position of each vertex https://www.babylonjs-playground.com/#I092BE
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