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Showing content with the highest reputation on 06/08/18 in all areas

  1. 3 points

    ZOOM: the joyride in space

    This morning I finally got Zoom online at Jounce.space . Simple, approachable for beginners, while still challenging experts. Steer with mouse, up arrow to accelerate, down arrow to slow down. It is mostly finished, but score-keeping is turned off for now. How far can you go? Fly as fast as you can! Win by flying far. Any direction. Your distance is your score. What do you think? Joe
  2. 3 points

    Problems with pivot and rotation

    Don't believe that for a second, forumers. JohnK is a genius. A great teacher, a great thinker/inventor, a pivotMaster, and a darned nice guy. If he's simple at all, he's simply wonderful. I try to be like him as much as possible. Nice transformNode demos, guys! Power bookmarked. TransformNodes are pretty cool! I have never seen them used like this (or much at all). They are a fairly new feature in Babylonia. They seem to do MUCH of the work for the powerful Babylon.Mesh class, and perhaps lights and cameras, too. "Transformers - more than meets the eye!" (robots in disguise) Good to hear you're rolling, ich! YAY!
  3. 3 points

    Problems with pivot and rotation

    Hi @ichbinrob as a simple minded man here is a simplified PG with simple code simply using TransformNode instead of setPivot. May not be exactly what you want but could give you some ideas or another approach. http://www.babylonjs-playground.com/#RIUM9U
  4. 2 points

    Tilemap & File Pack Project Template

    I've created a template to illustrate the concept of levels generated from dynamically loaded tilemaps from a single level scene. Phaser 3 Tilemap & File Pack Project Template Demo Questions and feedback are welcome!
  5. 2 points

    Problems with pivot and rotation

    Thank you so much @JohnK ! It's exactly what I need. So I think I can change this topic to "solved". It took me 2 hours to build the box with this method. and I work on it since Monday 😅 http://www.babylonjs-playground.com/#192VEQ#10
  6. 2 points


    Whats difference between this and Ssatguru's edit control, https://github.com/ssatguru/BabylonJS-EditControl?
  7. 2 points
    BitmapText is really just a spritesheet. Text is rasterizing font glyphs on a canvas. And in WebGL there's the extra step of uploading a texture from the canvas.
  8. 2 points

    Blender Exporter Total Frames

    Check your log file. I get 3 actions for your armature: processing begun of skeleton: Armature, id: 0 processing begun of bone: root, index: 0 processing begun of bone: foot_ik.L, index: 1 . . . processing begun of bone: Leg_R.001, index: 86 processing action AMN_GAME01: in[0 - 1], out[0 - 1] processing action ANM_GAME: in[0 - 630], out[10 - 640] processing action CameraAction.001: in[0 - 1], out[650 - 651] When you are exporting multiple actions, you need to start them as animation ranges. Looks like you only wish to export the current action. In that case, select 'Only Currently Assigned Actions' in the Exporter Setting Panel on the Scene Properties tab.
  9. 1 point

    New GUI control: The Grid

    Hey guys!!! I'm glad to announce the availability of a new container for GUI: The grid Doc here: http://doc.babylonjs.com/how_to/gui#grid With this new tool, it's gonna be easier than ever to build complex UI
  10. 1 point

    Car Light Physics Engine

    Hi people, I'm currently investigating about some car games (car races in towns or on circuits or on mountain roads, etc). I know BJS can work great with some nice physics engine like Cannon, Oimo or Energy but I like to have lighter and more dedicated stuff when possible. That's why I took a look at this nice library : https://github.com/spacejack/carphysics2d There's a live demo here : http://www.spacejack.ca/projects/carphysics2d/ Use up and down arrow to push the gas throttle or the brake, the left and right arrow to steer the wheels and the space bar to pull the e-brake... drifting is so fun. Well, this is a light 2D library dedicated only to the car physics : you know, all the stuff about mass transfert on the wheel axis, acceleration, frictions, tire gripping, etc, etc. It's really light : the commented and un-compressed part of the code about the physics themselves is about 100 LOC only. So I just had a quick try to adjust it to work with a BJS example. This is not a real port, not even an adaptation in some BJS-esque style, just a plug to make it work with some 3D objects instead of 2D ones. Of course, I had to add some tiny logic to have 4 wheels rotating according to the current car speed. Here's a first quick and dirty proto : http://jerome.bousquie.fr/BJS/test/carSim1.html The car front is blue, the back is red. Up and Down arrow to speed up or to brake. Space bar to pull the e-brake. Just click once in the canvas before because the keyboard controls of the ArcRotateCamera have been disabled in order to be used as car controls instead. Note : the car can't drive backwards 😉 This could be proted, refactored in the BJS way and optimized then (added to my todo list).
  11. 1 point


    @satguru is right: having it part of the engine means we will support it forever (and ever :)). And we will document it, and create samples... We are also making sure that the gizmo will work in VR mode with VR controllers. The work done by @satguru is obviously a great source of inspiration
  12. 1 point
    Hey Dylan, this is actually a perfect test for the tutorial. I see now that the webpack code is missing a comma before the mode. it should be: const path = require("path"); module.exports = { entry: './index.ts', output: { filename: 'bundle.js', path: path.resolve(__dirname, 'dist') }, resolve: { extensions: [".ts"] }, module: { rules: [ { test: /\.tsx?$/, loader: "ts-loader" } ] }, mode: "development" }; Would be great to know if you got stuck on any other step, so i can fix it
  13. 1 point
    Yep... Besides the latest 2018 VERSIONS handle PBR Shaders (Standard, Standard Roughness, Standard Specular with Simulated Specular Highlights) using the GLTF 2.0 Material Specs, much much much BETTER
  14. 1 point
    index.ts is in the main folder. its content is explained a few lines after
  15. 1 point

    How to orientate GUI.Slider vertical ?

    Hiya UB, welcome to the forum. I have only made one vertical slider in my life, and I might have done it incorrectly... but here it is. https://www.babylonjs-playground.com/#3VMTI9#5 I used it for an experimental list-view window... https://www.babylonjs-playground.com/#08KEYA#32 (Side note: I might try a re-write of that PG, using the new GUI Grid Control. Potential reduced code/complexity, and easy-addition of many more table columns.) @Arte added some mousewheel stuff in lines 311-325, works great... but... #30 is a free-camera scene (doesn't use mousewheel for the camera). For arc-rotate-camera... mousewheel IS used for the camera... for zoom/cam-distance. Sooooo... if you are going to activate mousewheeling on your vertical slider, you might wish to use a freeCamera... to avoid mouseWheel conflicts. It looks like you are over-riding the arcCamera mousewheel-zoom, and using the slider for zooming. So, maybe no problem for you to use freeCamera, along with Arte's 311-325 mousewheel code. Advanced stuff: Mousewheeling vertical sliders... might depend-upon "focus". Let's pretend you have 4 vertical sliders on-screen. You need to invent a focus system... so the mousewheel knows WHICH vertical slider to slide. PointerEnterObservable ad pointerOutObservable... are a good way to make a focus system, but I have seen the TAB button used, too... like in web-page forms. Be sure to ask... if you have troubles with a focus system... we're here for ya. I don't think anyone has done much GUI control focus/un-focus work... so maybe we will all invent it together (you and other forum members). Maybe someone already invented a focus system for GUI. Perhaps they will comment soon. I hope this helps. Party on!
  16. 1 point
    Hey! Thanks I will try this and get back to you! Also thanks DeltaKosh for pinging.
  17. 1 point

    Question about game.Timer.speed

    You are right, that was a bug in the pause function. I just pushed fix, let me know if it works now, thanks!
  18. 1 point

    Effect of a torch on fire ?

    you have this example but it's phaser 3...: https://labs.phaser.io/view.html?src=src\game%20objects\lights\graveyard.js and also this for the halo effect : https://labs.phaser.io/view.html?src=src\game%20objects\lights\spotlight.js
  19. 1 point

    React-cubeview like extension

    Thanks, I already got to the same part as you did. Now I'm working on rotating both camera depending on which face was clicked.
  20. 1 point

    React-cubeview like extension

    Hi @Dreik Some time ago, I created http://www.babylonjs-playground.com/#17DP89 from I hope it will be useful for you.
  21. 1 point
    Howdy, I actually deployed an example of how to achieve that yesterday - http://doc.babylonjs.com/features/npm_support#example-of-a-webpack-project-using-babylon-modules You cannot import to the same namespace. the AdvancedDynamicTexture is a part of the GUI package. you could do either: import * as BABYLON from "babylonjs"; import * as GUI from "babylonjs-gui"; GUI.AdvancedDynamicTexture.CreateFullscreenUI("ui1"); or the better way IMO: import { AdvancedDynamicTexture } from "babylonjs-gui"; AdvancedDynamicTexture.CreateFullscreenUI("ui1"); As i dont know yout project setup, i cannot comment regarding the 404, but make sure you have both packages installed (no need to import typings, your IDE will do it for you), and that you import the namespaces correctly
  22. 1 point

    LODs and CSG

    Thank you very much @Deltakosh ! This perfectly fits my needs ! http://www.babylonjs-playground.com/#4LX0VC#1
  23. 1 point

    Multicolor text

    I had made 2 plugins for multi-color text -- bbcode text , tag text These plugins also support my text-typing, or text paging behavior
  24. 1 point
    The Leftover

    Text as polygon mesh

    Ha ha haha!!! Well, I do step away from the computer from time to time. I just finished a hike in the hills (you would call them mountains). Stand by for possible rejoinders after dinner. Or maybe tomorrow after coffee . . .
  25. 1 point

    Text as polygon mesh

    Yeah, I guess you're right... but... Lefty... check out DK's pants cuffs! Ever seen anything more puppy-chewed in your entire life? Even the sneakers, socks, and leg hairs are gone! Deltakosh is a super-star... a puppy magnet... and he gets all the girls, too. I think he enjoys being a super-star. How weird is that? (silence) Tough room. Difficult to get laughs in this thread.
  26. 1 point
  27. 1 point

    Name of Current Scene

    @Ninjadoodle There is way to get name of current scene (game.scene.constructor._name), but since that is a bit tricky way i added new sceneName property to System game.system.sceneName
  28. 1 point

    LODs and CSG

    1. I think that would be the more performant option 2. You can get activeLOD at any time with meshLOD = mesh.getLOD(this.activeCamera);
  29. 1 point

    Tutorial Talk

    Merge is in progress..should be good in a few minutes
  30. 1 point

    Apple deprecates openGL

    When this was announced the other night I tried frantically googling things thinking the sky was falling. What I've learned from it (which may or may not be correct, correct me if I'm wrong): Each browser has it's own translation layer which translates things differently on OSX. On PC as davrious stated above, https://github.com/google/angle does all translation, down to directX. - It looks like on OSX angle is aiming to be translating over to vulkan which will fill the gap once deprecated. I haven't figured out what mozilla or safari are using (possibly forked version of angle for firefox: https://github.com/mozilla/angle), and maybe something already translating to metal for safari? Also the thing that I've still not been able to figure out concretely, webgl (on all non desktop devices) is based on OpenGL ES. which is completely separate from opengl. Some people are saying opengl ES support is NOT being deprecated, and won't be affected. (So basically, even though apple is saying we are deprecating opengl from iOS, it won't affect webgl to any degree on phone/ipad). So the good news is, as far as I can tell, the sky isn't falling, or at least not entirely.
  31. 1 point
    Instantiate several renderers instead. Application is a mashup class that you have to rewrite if you have different set of components: https://github.com/pixijs/pixi.js/blob/dev/src/core/Application.js This article is correct in everything except "interactionManager", its actually embedded into renderer: https://github.com/pixijs/pixi.js/wiki/v5-Custom-Application-GameLoop
  32. 1 point

    Blender Exporter Total Frames

    I think we have to ping @JCPalmer :)
  33. 1 point

    More examples for PG

    Hey team! Did you see that ?
  34. 1 point

    Blender Exporter Total Frames

    Nothing on this, yet, huh? Sorry, R. Have you discovered anything new?
  35. 1 point

    Hide a sprite

    Sure, how about this? https://github.com/BabylonJS/Babylon.js/pull/4456/
  36. 1 point
    @RaananW Thanks! I confirmed that it works correctly with the latest version of the library. http://jsdo.it/cx20/IVHj
  37. 1 point

    New GUI control: The Grid

    Example of a complex UI based on grids: https://www.babylonjs-playground.com/#WZZDNR#7
  38. 1 point


    As you can see on the issue, it is "in progress" Some demos for you: Scale http://playground.babylonjs.com/#7KX2R8#54 Axis drag http://playground.babylonjs.com/#7KX2R8#45 Rotation http://playground.babylonjs.com/#7KX2R8#53 Gumball/manager http://playground.babylonjs.com/#7KX2R8#61
  39. 1 point

    Tap Tap Plane

    It's just an flappy bird copy !
  40. 1 point
    The best way is to set the animation in the preload Scene as @rich mentioned. This way we are not creating the animation every time the scene load. Please note that we need to create the animation inside the create function inside Preload and not inside preload function
  41. 1 point

    Marking questions as solved

    gif of how to get the red solved ribbon to appear.
  42. 1 point

    Babylon Toolkit Status

    Status Update: This is my first little demo of my Frame By Frame Animation State Machine. That Supports Animation Blending (Both Blending Speed And Final Composition) Note the Play Blend button with play a Walk Forward animation with a 50% blend of the Left Strafe Walk ... Giving a Diagonal Walk Forward result Clear your browser cache and take a look: http://mackey.cloud/games/tester/
  43. 1 point
    Hi all, I created PlayGround how to display the ViewCube in the upper right hand corner. ViewCube provides visual feedback about the current viewpoint of the scene. Just for fun
  44. 1 point

    Show FPS

    Here's an updated fiddle, showing that a combination of game.time.advancedTiming = true; and game.debug.text(game.time.fps, x, y, color) will successfully display the FPS. https://jsfiddle.net/bjrnw06c/2/
  45. 1 point

    Draw Solid Rectangle

    1.) Draw var drawnObject;var width = 100 // example;var height = 100 // example;var bmd = game.add.bitmapData(width, height); bmd.ctx.beginPath();bmd.ctx.rect(0, 0, width, height);bmd.ctx.fillStyle = '#ffffff';bmd.ctx.fill();drawnObject = game.add.sprite(game.world.centerX, game.world.centerY, bmd);drawnObject.anchor.setTo(0.5, 0.5);
  46. 1 point

    clickable area

    Define your regions as rectangles and test if a point (your mouse or finger(s) ) is inside that region. //define you regionvar topLeftQuarter = new Phaser.Rectangle(0,0,game.width/2,game.height/2)//listen for pointersgame.input.onDown.add(handlePointerDown)//handle a touch/clickhandlePointerDown = function(pointer){ //this is the test, contains test for a point belonging to a rect definition var inside = topLeftQuarter.contains(pointer.x,pointer.y) //do whatever with the result console.log('pointer is inside region top left quarter', inside)} Have fun!