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Showing content with the highest reputation on 09/24/18 in all areas

  1. dbawel

    I Love This Forum

    Hey Devs and All, I'm just feeling a bit sentimental about how far this forum has come the past 4 years. @Deltakosh and @davrous ( + others) have given us a creative outlet that has turned into a new frontier. I just wanted to say how much I appreciate that I am able to come to a place that provides me not only technical advice, but I've made many new friends as well. Much love to you all. DB
    8 points
  2. Hi Babylon.js community, It is my pleasure to announce BabylonCpp, a port of Babylon.js to C++, facilitating the creation of lightweight, cross-platform 3D games and applications with native performance. This port is a manual translation from the thousands and thousands of lines of Babylon.js TypeScript code into C/C++. Some history In 2015, I was looking for an interesting pet project. Due to my interest in 3D and modern C++, I stumbled upon Babylon 3D (C#/native port). I used this project as a starting point for mine and started updating the code with the latest code of Babylon.j
    3 points
  3. Wow, cool! I just have to step back for a moment and say that Babylon.JS is not only an amazing piece of high-quality open source code, it also seems to be a really well-run project. The playground feature was impressive before. With Typescript support? Even better! I'm also very grateful for how welcoming and helpful the posts here have been! Thanks to everyone!
    2 points
  4. Luaacro

    BabylonJS Editor V2

    Hello awsome community! The BabylonJS Editor V2 is now available and online! It comes with a web version and a native desktop application (Electron)! From the V1, this new editor comes with a better user interface and more tools to write less, less, less lines of code Demo This demo video shows a project 100% made inside the editor. It includes custom scripts written using TypeScript, path finding, custom post-process and custom animations Features Create and edit particle systems Create and edit animations Create and edit lens flares syst
    1 point
  5. Sorry, it was for GroundMesh and not Mesh. But you create ground with GroundMesh logically with Heightmap. http://doc.babylonjs.com/api/classes/babylon.groundmesh#optimize
    1 point
  6. It's created by Texture Packer.
    1 point
  7. Octree can help with the collisions in the field. and mesh.optimise () can be found in the API. When I create large terrain with collision, I use Octree + optimize () and it always makes me return one of the PFS to 60.
    1 point
  8. Not any more https://doc.babylonjs.com/features/playground
    1 point
  9. If it can be static, then honestly I would raymarch that.... but the hacky way will be to do it with geometry displacement from a texture like I started working on here: https://playground.babylonjs.com/#GZ91H2 or use @JohnK's method
    1 point
  10. Deltakosh

    The Wingnut Chronicles

    can we talk about the texture used for the spaceship?
    1 point
  11. Wingnut

    The Wingnut Chronicles

    Alright, https://www.babylonjs-playground.com/#PBVEM#168 Held-buttons and single-clicks, active! Currently, with held buttons, thrust-impulses repeat every 3/10 second. (see lines 1560 and 1795). Interesting fun: When I was touring the available GUI button event observables, I saw that there was onPointerDown AND onPointerClick. Interesting! Hmm. So... Let's look at the "observer wire-up" on my PITCH UP button: line 1577... butt1.onPointerDownObservable.add(function() { // bobsled.controller.rotNegativeX(); ** Probably could have added this. ** b
    1 point
  12. Hi everyone, I am new to Babylon.js and have searched for hours for a solution to this but haven't succeeded. Basically I have two cameras, a Universal and an ArcRotate, and when you click on an object to select it I would like to switch from Universal to ArcRotate smoothly so you can begin orbiting the object. While I can switch cameras just fine, that transition has been unpredictable and I never know from what direction or distance I will be looking at the object. Same goes for the opposite transition that that happens when you click the object again to deselect it. This is the fu
    1 point
  13. Sorry which angle do you mean?
    1 point
  14. Impressive work!! I hope you'll get some help!!
    1 point
  15. Does it need to be Dynamic or Static? Are you going to be doing hit tests on it or can I displace it in the shader?
    1 point
  16. As @jerome mentions, a PG scene will provide you with many responses and hopefully a solution for your specific issue. However, if you aren't familiar with the Optimization of LOD, then here are the docs: https://doc.babylonjs.com/how_to/in-browser_mesh_simplification DB
    1 point
  17. A bezier surface only has 16 control points https://en.m.wikipedia.org/wiki/Bézier_surface https://www.babylonjs-playground.com/#KT9EE7#3 This was an idea for the grain a tube is still best for the silo.
    1 point
  18. @Sebavan: Thank you so much for the hint. Didn't know that.
    1 point
  19. Please do a PG so we can understand where's your issue [EDIT] please have a look at this example : http://jerome.bousquie.fr/BJS/demos/flightSim.html The terrain is only 200x200 or 300x300 subdivisions (just can't remember) sliding on a map of 2000x2000 points and it runs quite smoothly in my Chrome here.
    1 point
  20. I think that Babylon has in the latest version some small performance problem due to small bug in the latest version of Chrome (if you use Chrome). I made a field editor that runs at 60 FPS: https://bitbucket.org/JSbabylon/terraineditor Try to see what this gives. You can also use an octree in the terrain, but currently Octree is lowering the performance because of the Bug in Chrome. which I hope will soon be fixed. There is also terrain.optimize (64); who can help. You can also reproduce your way of doing it in the Playground.
    1 point
  21. Hey @jdavid It's all in the math. Look at the least common hardware you want to support, and do an evaluation of vertices, materials, and textures. Always use a power 2 texture until we enter full support of WebGL 2.0. I always look at my code as a water pipe and a bathtub... how much water can I push through the pipe and how much water can the bathtub hold? DB
    1 point
  22. Did this get solved yet? If not I got you tommrow.
    1 point
  23. Maybe something like if(parent && parent.document == undefined) { window.top.location.replace('http://yoursite/game'); }
    1 point
  24. Hi @jdavid and welcome to the forum. Weekends tend to be quiet so you may get more suggestions later on. Have you read about dynamic terrains ? They might help.
    1 point
  25. @Dieterich a belated welcome to the forum from me. I think I am right in saying that you will only ever get a pointed top to the grain using a tube because the cap uses a barycenter. Using a bezier surface you can get a more curved top, however the issue is that you cannot get a true circle with a bezier surface. In the following PG the boundary control points are fixed to form an approximate circle lying on a sloping plane. The central control points, indexes 1, 1, 1, 2, 2, 1, 2, 2 are changed in an animation to show the different types of top you could get. The equation to vary the inner con
    1 point
  26. Please remember that the Gamelets are demonstrations of what is possible with Babylon.js and how different idea can be achieved. They are starting points not a finished product. You need a line that extends one of the existing lines onto the roof edge to split the plane with five sides. and then re-label. This PG gives the idea though the actual numbers for the new 'corner' are not totally accurate http://www.babylonjs-playground.com/#4GBWI5#108
    1 point
  27. @Sebavan here is your identity LUT if you still need one. I am starting a repo for LUTs for us to use/share. Yours is the first. https://github.com/PatrickRyanMS/BabylonJStextures/tree/master/LUT or if you just want the raw link to include in your PG: https://raw.githubusercontent.com/PatrickRyanMS/BabylonJStextures/master/LUT/NoAdjustment.3DL
    1 point
  28. prob

    Moving a group.

    Yes, groups can't be positioned, scaled, etc. You can use containers as an alternative.
    1 point
  29. trevordev

    VR fixed sight

    Give this a shot https://www.babylonjs-playground.com/#Q1VRX3#10 Also note that using babylon objects ._variables are private which means they should not be used in production code and could be changed in the next release.
    1 point
  30. Will be fixed in 2 minutes and live in 5!
    1 point
  31. Yup probably related to this, I am on it : https://github.com/BabylonJS/Babylon.js/issues/5220 I ll keep you posted.
    1 point
  32. I mean having everything but the camera attached to a parent node and move that parent node instead of moving the camera
    1 point
  33. If they are embedding your games and you don't feel comfortable with it (since they didn't license it), I suggest having a look where they are hosting your game from, and implementing a secure site-lock that will block the game from running. I found a few of my games on their site too.
    1 point
  34. jerome

    Web Assembly

    Hi guys, Here's my first real WASM test : http://jerome.bousquie.fr/BJS/test/SPSWasm/spsWasm.html Caution before clicking on the link : it's a very big SPS with 40K solid particles, this could freeze your browser. I'll report more precisely about this experiment here : About WASM itself : I generated the WASM bytecode from some code ported from TS to AS, AssemblyScript . If the logic is quite simple to port from TS to AS (because the syntax is almost the same, just add strong types like "f32", "u32" instead of "number"), the shared memory access (shared between the JS main
    1 point
  35. Deltakosh

    Shadows weirdness

    Hello! try to play with generator.bias to fight against that (it is called peter-panning :)) Doc to read: http://doc.babylonjs.com/babylon101/shadows
    1 point
  36. rap2h

    Pixi.js Showcase

    Find the cat - A web game for toddlers I made this for my daughter, to help her learn how to use the mouse. The player has to find and click a cat, lost in a scene with some other animals. Play it here: https://rap2hpoutre.github.io/find-the-cat/ I took me a few hours to build it. I draw the sprites pixel by pixel with piskelapp (great free tool). Anyway, I'm not an artist, just a coder. The source is available here: https://github.com/rap2hpoutre/find-the-cat. It's a quick and dirty code, my goal was just to quick build something on my free time. Feel free to AMA (still, it's a
    1 point
  37. http://walkercoderanger.com/blog/2014/02/typescript-isnt-the-answer/ https://www.google.com/amp/s/davidwalsh.name/typescript/amp i personally think TS is a flash In a pan and will never become standard... but if others feel different that's on them. If it works for you it works for you, but maybe y'all should consider calling this babylonTS now as to not falsely advertise. I am a huge fan boy of vanillaJS though so my opinion has some bias.
    1 point
  38. I suspect you were talking to me, here, @davrous. I didn't say you were ignoring my point of view. I said you are ignoring the (somewhat huge) number of folks who avoid contributing.... due to TS dev env setup. Hell, you just saw 3-4 of them (typescript shy-aways) in this thread alone. Is the TS reluctance seen in this thread... "not facts based"? "Not convincing"? [or perhaps you are saying that those fears are unwarranted? likely true] What would it take to convince you? If we physically counted all the "Shy-away from PR" comments in the forum, would THAT help? I don't want
    1 point
  39. I would good keep my opinions to me, I'm walking on eggshells every time. Whatever, I do not see that a wrong to say his opinons. I really like Babylon. Sometimes I want to contribute, but I'm not very comfortable with TS and not necessarily talented to contribute on a major engine. I think that TS has been chosen in part to attract contributors more talented rather than attract contributors beginner. I remember the beginnings of Babylon when he came out. It was about developing a JavaScript engine for JavaScript love, it was a nice language and now I have the impression that it is a bad
    1 point
  40. @davrous and @Deltakosh - My apologies for any opinions about using Typescript - as Babylon.js is a great framework. I will not comment any further on this, and withdraw my opinions in the future as this is far too hostile an environment for me to continue. I will however continue to post my projects on GitHub and others whom I work with and have been extremely fortunate to have connected with on this fantastic forum. I expected to be permitted to provide personal opinions - especially if I stated so in advance, and differ from others - so in light of the opposite, I believe I need to le
    1 point
  41. Well, I definitely think you're wrong. And you obviously don't know me when you're suggesting I'm living in my world ignoring your point of view supposed to represent our community. I'm reading your point of view but I think it's wrong. It's not facts based and not convincing at all. I'm very concerned about the usability of Babylon.js since the very beginning and we've spent of lot of energy & creativity to make it attractive to various types of developers thanks to the choices we've made. Today, I can clearly see it's working great. It’s not always perfect, we’re committed to mak
    1 point
  42. Hi guys! I believe the relationship is in the (likely-) fact that JS... is MANY people's first or only programming language. It is the web programming language of-choice, by far. So TypeScript "contaminated" the easiest and most accepted programming/scripting language ever (JS). In doing that, BJS lost a very large group of hobby-level programmers, and potential future contributors. There's your relationship. You/We took the general public's #1 most popular, easiest, notepad-programmable language that LOTS of people learned SOME-OF (in order to tweak their web pages)... and separated tha
    1 point
  43. Hi @dbawel TypeScript is not linked to Visual Studio or any Microsoft specific. I know a lot of people using it on Mac or Linux. It's just a language that provide convenient ways to code. Except that, you know we're really like you and we've been working together for a long time But I'm sorry I don't get your point. What is the relationship between TypeScript and people. complaining we're moving too fast (which is to me a huge joke)? How could TS make Babylon.js more absolete than JavaScript itself given that TS is just, again, some JavaScript + types! Talking about Open Source
    1 point
  44. I'm going to answer that as I'm the one who forced @Deltakosh to switch to TypeScript. First, TypeScript is "just" a superset of JavaScript, adding types and supporting future features of ECMAScript by transpiling down to ES5 or ES6. This means that we don't break anything with regular users that will just use the compiled JS version in ES5 or ES6 and will never see it comes from TypeScript. Thanks to the switch we've made 3 years ago, we've managed to find bugs that were just under our eyes and difficult to find in plain JavaScript and we've also managed to boost our productivi
    1 point
  45. Well David - given the background and connections of the BJS originators and developers, a quick look at this wikipedia entry for Typescript might explain why. Also note the line that says: What the BJS developers use every day - or perhaps later versions? Given that javascript is hard enough for me, I'm not sure that I am happy with the direction either. cheers, gryff:
    1 point
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