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Showing content with the highest reputation on 09/16/18 in all areas

  1. 2 points


  2. 2 points

    Create ramp for ground

    If only I could remember what I did to fix the positioning. I ended up using a ribbon instead of a ground. This way, I create the ramp shape based on 4 clicks/picks. One for each corner. http://www.babylonjs-playground.com/#GQ83J#10 Click 4 times to create the ramp.
  3. 1 point

    3D Spaceship Camera

    I'm working on a camera that behaves as if tracking a spaceship. The Z axis rotation shouldn't affect looking up/down and right/left, as if I'm the pilot in the cockpit of the ship in space, up is always my local up. I tried the FollowCamera, but it only lets me rotate the target mesh so the camera yaws, but doesn't roll or pitch. I tried the Free/Universal cameras, but rotating the camera to roll skews the yaw and pitch, as if they're in global dimensions - instead of local. I couldn't find a local/global rotation option, or figure out using quaternions/matrices with it, no matter how much I read about those and tweaked the code. I know I could make this spaceship camera from scratch, using an empty/mesh as a pivot, but I don't want to miss on using the quality code that comes with the engine already. Any suggestions?
  4. 1 point
    Ah of course, should have thought about that. Thank you!
  5. 1 point

    Merge mesh and multimaterial

    Hi Dad72. I think you have to set a materialIndex foreach merged mesh. line41.
  6. 1 point

    3D Spaceship Camera

    Hi Phuein, I also believe BJS should have a "flying" camera. Here is a thread that led to my solution: I used it in ZOOM my "flying through space" game. And here I added flight simulator functionality: ))))))))))))))))))))))))))))))))))))))) Best luck to ya! ☘️ ✅
  7. 1 point

    Ambient Light Discussion

    Doesn't scene.ambientColor do exactly that? It offers each material in the scene... the exact same ambientColor/intensity additive. And by-default, all BJS-created materials react the same way to that ambient light (no reaction at all). Some materials could reflect the blues, others reflect the reds, etc... per material-programmer settings on each material. Can I assume that you think all materials should have some gray ambientColor by default? And each should have the same gray, so they each react exactly the same as each other? Wouldn't that add a lot of .ambientColor settings (scene bytes) to materials... for folks who don't want to use ambient light at all? Do you think those people would be happy about the unnecessary bytes and unnecessary scene-load time? If I were me, I'd have all my metals set with ONE shade of gray, all wood to another, all glass to another, all plastics to another, etc, etc. Maybe I'm missing your point, here. (PS: I'm no wizard... I just yammer-on like I am, often). I suppose it was initial core programmer's decision to have all materials zero-reactive to scene.ambientColor... by default. If you would have been the initial programmer of StandardMaterial class, would you have set a default material.ambientColor of maybe 127, 127, 127 (half-gray)? Perhaps that would have been a good idea, but perhaps too late, now... lose backwards compat. *shrug* Let's invite @Deltakosh and others to give more opinions. I'm not the materials expert you might think I am. :)
  8. 1 point

    rotateScreen Question

    I took a dig through the code, too, and didn't spot anything like that kind of feature either. I don't think you need a Panda function, though, you could maybe just use standard JS. https://developer.mozilla.org/en-US/docs/Web/API/Screen/orientation And there's also an onorientationchange event, which you'll probably want, and a lockOrientation if you want to force them to keep one orientation. E.g. You could probably write it something like: window.addEventListener('orientationchange', doOrientationStuff); doOrientationStuff: function() { //check what the orientation is, and create pause graphics, or remove pause graphics. }
  9. 1 point
    Hello there! I recently published a simple and lightweight 2D game framework written in TypeScript for making tiny pixel style HTML5 Games. The structure of Juno is similar to that of fantasy consoles with a simple API. Creating prototypes is very easy. You can use Javascript or Typescript. Framework: https://github.com/digitsensitive/juno Examples: https://github.com/digitsensitive/juno-examples The framework is in a very early stage of development, still you can already make the first games. Maybe something for your next gam jam? Or just to try and play around? This is the first small game I made with the framework: https://gph.is/2xj9nSf Let me know what you think. If you have any improvements let me know!
  10. 1 point

    Web Game Editor (MMORPG)

    Each actor can belong to a class and has a different race. And each actor can have his own script written in Javascript. For the moment this part is not finished, I do not know what to answer you.
  11. 1 point

    Scalable Game

    I would start with game config { width: 1920, height: 1080, resolution: window.devicePixelRatio || 1 } and then don't use devicePixelRatio ever again. Phaser will handle the resolution and you can just use game-pixel units as usual. The easiest way to fit a smaller display would be to just scale the whole game canvas down (1920 × 1080 → 800 × 450). The hard way is to resize the game canvas, and then scale all the game objects and distances to match. Actually I would try zooming out the camera instead as it could save you a lot of trouble. Try phaser-plugin-game-scale.
  12. 1 point
    I changed the colors a little bit. Thank you for your suggestion.