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

  1. 1 point
    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
  2. 1 point
    I think you need this.tanks.updateTransform(); at the end of preRender().
  3. 1 point

    Slavs - slavian rpg game

    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 preview mode, i want to release alpha version soon. There is link. http://babylon.furcatomasz.pl. Can you share your opinion about actual state? I think about perfomance and stability of game - Thanks.
  4. 1 point

    3DsMax exporter wrong compression

    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!
  5. 1 point
    Happy Friday Everyone, Brand new sound effects are ready for your projects here: SFX – CREEPY http://soundimage.org/sfx-creepy/ Have a good weekend!
  6. 1 point
    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(); });
  7. 1 point

    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
  8. 1 point
    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_layer#multi-camera The fact that it does not directly happen is the result of amazing optimization in the engine where out of focus meshes are not rendered making harder to understand.
  9. 1 point
    See the preRender method in https://codepen.io/samme/pen/EwjMbG?editors=0010.
  10. 1 point
    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