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Showing content with the highest reputation on 11/30/18 in all areas

  1. kcoley

    Babylon.js Team Blog

    The Babylon.js dev team recently has been blogging about new features for Babylon.js on Medium. Here is the link to the medium page. We would love to get your feedback on the blog posts, any suggestions for new content, and are open to having guest blog posts from the community!
    3 points
  2. Hi Guys and Gals, Last summer I went to the Technology & Innovation Lab at a well known IT consulting firm near railway station Utrecht Leidscherijn, The Netherlands (guess which one). Demo'd my game briefly there (in return for trying out their expensive VR headset in my game ๐Ÿ˜‰ ). The game ran awfully slow without any optimization yet but that didn't spoil the fun. Recently HansR, from that company, wrote a very short article about my Model Train Simulator: http://hansrontheweb.blogspot.com/2018/10/babylonjs-applied-model-train-simulator.html And here you can read more
    3 points
  3. Thanks Wingnut/bghgary. I got there in the end - just had to keep digging. metadata was my friend I ended up writing a whole custom loader....and then realised I didn't have to. Learning is fun, right!
    3 points
  4. You can use mesh.setEnabled(false๏ปฟ) and mesh.setEnabled(true๏ปฟ) instead of isVisible. The method setEnabled takes the mesh out of the rendering loop and so does not consume processing time. Whereas isVisible hides the mesh but keeps it in the rendering loop.
    3 points
  5. Ok I've made my first test of two finger zoom https://www.babylonjs-playground.com/#2MDWH7#1 I had to disable the device orientation control for a while to test it properly
    2 points
  6. This is a case that the code doesn't handle. I've filed an issue: https://github.com/BabylonJS/Babylon.js/issues/5579 In the meantime, you can do this a bit indirectly by using a blob with an object url. https://playground.babylonjs.com/#7F6S08#2 Note that your base64 encoded string was incorrect compared to the file you attached. I had to re-encoded the data.
    2 points
  7. QuintusHegie

    Crane Game

    What type of crane(s) do you want to make in your game? What do they have to do? What is the aim of your game? etc. (Need a bit more info then just 'a crane game'.) Then I can look up some of my code and see what's useful. In my game there are different types of cranes that operate differently. Thanks. I'll use Mesh.setParent(obj). Didn't know about that. Until now I used mesh.parent = null... good to know there a proper function for it ๐Ÿ™‚ Hehe. The more angry calls the better ๐Ÿ˜‰ No blood in my game indeed but that doesn't mean there will be no action. In contrary! The
    2 points
  8. brianzinn

    Crane Game

    This is what you are after: mesh2.setParent(null); That will unparent the mesh, while maintaining rotation and position in world co-ordinates (instead of local to the parent). If it doesn't work just post a PG. I've got lots of similar versions of it in my game If you have physics on your crane cargo this is where you would call .wakeUp(), too (ie: get crane cargo to fall). Cheers.
    2 points
  9. Are you using Babylon 3.3 or preview ??? The inspector is not compatible with 3.3.
    1 point
  10. jamespierce

    Pop-Pop Jingle

    I love the polish in this game! And actually getting 3 stars can be challenging especially if the RNG (next bubble to shoot) is against you. But overall I just have to repeat again how insanely polished this is from the menu to the level intro animations and sound effects, just everything! Very inspiring to see this ๐Ÿ˜ฎ
    1 point
  11. @Bladetrick I believe that is a transformNode so it will only have position/rotation/scale and no geometry data. Are you seeing it unexpectedly?
    1 point
  12. My final intention is to create something like Marzipano (http://www.marzipano.net/) then why I don't want to use Marzipano itself? since I want to introduce 3d elements and so. I'll post lots of questions in this topic some of them will be replied by me when I archive to do the work and hopefully other people will contribute (without that people I'm sure I won't be able to do it!) First part the cameras: here is the base code: https://www.babylonjs-playground.com/#2MDWH7 that is a modified version of a code I've found in the forums but cannot locate no more so I cannot give p
    1 point
  13. Sebavan, you're a genious!!! you saved me ๐Ÿ˜€ It works a charm! Thanks for the prompt reply. I appreciate it a lot! Rafael
    1 point
  14. So double check with @Deltakosh All good the target defines the focal point so it works exactly as expected.
    1 point
  15. Sebavan

    Slowly turning camera

    We have all the functions you want in the framework in the math class: https://github.com/BabylonJS/Babylon.js/blob/master/src/Math/babylon.math.ts For instance on the Matrix class: https://doc.babylonjs.com/api/classes/babylon.matrix#lookatlh And then on the Quaternion(https://doc.babylonjs.com/api/classes/babylon.quaternion top links might help if you do not know what it is), you have the fromRotationMatrix : https://doc.babylonjs.com/api/classes/babylon.quaternion#fromrotationmatrix I guess coupling both you could extract the required rotation.
    1 point
  16. Your model does not have UVs and UVs are mandatory when you rely on textures: https://en.wikipedia.org/wiki/UV_mapping You should create them when you create the positions: https://www.babylonjs-playground.com/#4GBWI5#183 This is just an example, they should be created in a meaningful way. I just try to highlight the need of UVs here.
    1 point
  17. b10b

    Pop-Pop Jingle

    Get your winterfest on ... with the holiday season approaching we're offering limited edition licenses to our themed puzzle game "Pop-Pop Jingle". Or play for fun at: http://b10b.com/poppopjingle/
    1 point
  18. @Madclaws Could you share a repro ? This should work
    1 point
  19. Sebavan

    Gif Creation

    Fixed ๐Ÿ™‚
    1 point
  20. I'll improve the documentation about importing meshes to a project. Because, importing meshes means that it will be saved in the .editorproject. So if you load the .editorproject and the .babylon scene together you'll get meshes doubleness.
    1 point
  21. You can use game.device object to detect different devices. Type game.device to console to see all different possibilities. if (game.device.mobile) { // Game running on mobile device }
    1 point
  22. samme

    Loading image from URL

    What is the page address in your browser? Remove this:
    1 point
  23. @Madclaws I took a look at your playground and added a couple of things for debug. The first was to play the particle system on key press (spacebar) so that I don't have to rerun the scene every time to see what is happening. The second is that I commented out your manualEmitCount line as that will never allow more particles to spawn than the ones it spawns. It essentially says "emit only X particles all at once" which is why when you call start again nothing happens. You've already hit your particle limit on that system. I normally never use manualEmitCount just because of that limitation unl
    1 point
  24. The three common ways would be : - inheritance so that you can modify the base call functions - creating a proxy which encapsulates the sps and drives the rest of your code or in Typescript, you can extend any classes with class Augmentation: Look at Module augmentation: https://www.typescriptlang.org/docs/handbook/declaration-merging.html
    1 point
  25. Maybe both ways for Principled. I am not quite to Principled, but switching stuff there (or how it is interpreted by the 2 material classes) is clearly easier. If you have the older mix shader rats nest, am not sure how much can be done. Thinking the 2 material classes interpreting in different ways has obviously advantages. I think, I understand where you are coming from. If you are making your own materials with Principled, then you want to change between STD & PBR just using the world level, custom property, check box. People will also be importing stuff into Blender from vari
    1 point
  26. kill only deactivates and hides an object. You need destroy if you want to remove it permanently. Try pendingDestroy if destroying an object from a callback causes problems.
    1 point
  27. Hi, You can try : yourMesh.dispose() ;
    1 point
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