Luaacro

Members
  • Content Count

    432
  • Joined

  • Last visited

  • Days Won

    8

Reputation Activity

  1. Like
    Luaacro reacted to Sebavan in Babylon editor   
    Fixed
  2. Like
    Luaacro got a reaction from Sebavan in Skymaterial and Elevation of Camera   
    Hey @luan_ngo,
    Pull request just created: https://github.com/BabylonJS/Babylon.js/pull/5597
    Updating the doc ASAP. Anyway, to keep your horizon at position 0 on Y, just setup the property .cameraOffset on the material which is a Vector3.
    Example:
    skyMaterial.cameraOffset.y = scene.activeCamera.globalPosition.y Don't hesitate if you encounter a bug!
  3. Thanks
    Luaacro got a reaction from Limes2018 in How to save & import project?   
    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.
  4. Like
    Luaacro got a reaction from Sebavan in How to save & import project?   
    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.
  5. Thanks
    Luaacro got a reaction from Limes2018 in How to save & import project?   
    @Limes2018 checking the scene right now
  6. Thanks
    Luaacro got a reaction from Limes2018 in How to save & import project?   
    Unfortunately I do not reproduce  I saved the .editorproject, restarted the editor (also tested without restarting) and drag'n'dropped the files (sword.babylon and project.editorproject) all model objects are not doubleness
    I'm going to test with the Mac OS version of the editor to see if I can see any difference
  7. Thanks
    Luaacro got a reaction from Limes2018 in How to save & import project?   
    @Limes2018 do not reproduce, can you update to the latest Mac OS build? Thanks http://editor.babylonjs.com/BabylonJS Editor.dmg
  8. Like
    Luaacro reacted to ninespace in BabylonJS Editor V2   
    Hi,
    I tried the mac editor and I couldnt save/load a project.
    I opened the editor and it started a default scene. I tried to delete some objects (the spheres) and use "Project->Export Template" to create a project folder.
    When I use "Project->Import Project" to import editorproject file from the project folder, it just opens the default scene.
    I am not sure if im not saving or loading the project correctly.
    Thanks!!!
  9. Like
    Luaacro reacted to Deltakosh in Inspector v2.0   
    Hey team!!!
    I'm so happy to start sharing what I was working on for some times:
    https://medium.com/@babylonjs/dev-log-creating-the-new-inspector-b15c50900205
    I hope you like it as much as I like working on it
    This is the repo issue associated with it: https://github.com/BabylonJS/Babylon.js/issues/5415
     
    I plan to merge it to master probably this Monday 

     
  10. Thanks
    Luaacro got a reaction from Limes2018 in How to save & import project?   
    Hey @Limes2018! I recommend that you read this quick article for saving/loading your projects: https://doc.babylonjs.com/resources/loading_saving
    In fact, the "Export Template..." button is the final step for your project in the editor, like you would export your final Unity3D project. The template will include all final scene assets: textures, sounds, scene, metadatas, etc. but also a project structure for you to compile/test your custom code that you'll write using your beloved IDE (Visual Studio Code, etc.)

    I suggest that you always save your project (the .editorproject) using "Save Project..." in the same directory as your scene file, textures, etc. This folder will be your design/artist project that you'll, in future, export for developers (using "Export Template...").
    To reload your project, just drag'n'drop ALL your files including the .editorproject in the editor.

    Is that clear? If not, I can create a feature video to explain more the philosophy of the editor
  11. Thanks
    Luaacro got a reaction from Limes2018 in How to save & import project?   
    @Limes2018 just improved the documentation and created the pull request: https://github.com/BabylonJS/Documentation/pull/1318/files
  12. Thanks
    Luaacro got a reaction from Limes2018 in How to import mesh?   
    @Limes2018 excellent! =D
    Don't hesitate to read this tutorial about loading/saving your projects: https://doc.babylonjs.com/resources/loading_saving
    Thanks for using the editor
  13. Like
    Luaacro reacted to Deltakosh in Screen fade/motion blur effect   
    As @Luaacro said, you can use multiple cameras with layer mask like here: https://www.babylonjs-playground.com/#Y3C0HQ#146
  14. Like
    Luaacro got a reaction from QuintusHegie in Screen fade/motion blur effect   
    Hey @QuintusHegie we added Motion Blur post-process which is now object based  https://doc.babylonjs.com/how_to/using_motionblurpostprocess
    Note: this will work only with WebGL2 or WebGL1 with multiple render targets extension available
  15. Like
    Luaacro reacted to Temechon in Good bye Debug Layer, Hello Inspector !   
    Hello everybody, 
    As you surely noticed it, the old debug layer has been reworked in something bigger... called the "inspector".
    This tool has the goal to become the 'F12 tool' of our beloved engine, without replacing the official editor. It's dedicated to HELP the developer by providing some debug features. You will find almost every feature from the debug layer, and much more: display shaders code, display textures used on materials, check stats, enable lights...

    All properties are refreshed almost in real time (actually every 200ms for performances reasons). AND you can update any value (among strings, numbers and booleans) by clicking on it and pressing 'enter'.

    Sure, there is still work to do and bugs to fix. But in the current state, we decided that it is already more useful than the debug layer was.
    I'm still working hard on it, don't worry !  You can also help me a lot by reporting every kind of bugs in this thread and even contribute to its development.
    In the next days, I'll first fix all the annoying display and integration bugs. Then, I'll work on : 
    - Restore clickables labels from the old debug layer (for Dad72 and DK  )
    - Update the documentation (of course)
    - How to contribute (add a new tab, add a new tool, change panel color theme...)
    - Add new features ! (Cameras, particles, textures, audio, animations...)
    - <insert your suggestion here>
    I'm having a lot of fun to work on this, and I really hope you will find it as useful as I do ! 
    Cheers
     
  16. Like
    Luaacro reacted to Pixels Commander in GodRays from shader material   
    Thanks guys, actually we found a problem in other part of our game which was blocking us from having this. Now works fine.
  17. Like
    Luaacro reacted to Sebavan in PC Port   
    Ping @Luaacro as he did an integration for the editor 🙂
    you can see the sources here: https://github.com/BabylonJS/Editor if you want to see how he managed to do the setup.
  18. Thanks
    Luaacro got a reaction from Dad72 in Transparency of the ground with water   
    Ouch! Looking to that bug ASAP
  19. Like
    Luaacro got a reaction from trevordev in 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 systems Create and edit physics states on meshes Create and edit materials (including materials library) Add and edit sounds Add and edit textures (including render target textures & procedural textures) Save projects on OneDrive / local with Electron Deploy project template on OneDrive / local with Electron Scene graph view Create and edit custom post-process Create and edit custom materials Attach custom scripts (JavaScript and TypeScript) to your objects Test your scenes with debug support Video tutorials
    The documentation is available in the BabylonJS Documentation but now comes with videos to illustrate the written documentation: https://www.youtube.com/channel/UCNogU8tcA5IegFvMwE2Rckw/playlists
    Some links
    Full documentation: http://doc.babylonjs.com/resources/
    Editor: http://editor.babylonjs.com/
    Desktop Application: http://doc.babylonjs.com/resources/getting_started
    Git Repository: https://github.com/BabylonJS/Editor
    Conclusion
    If you encounter a bug, don't hesitate to report in the forum and I'll make my best to resolve it.
    Thanks for being BabylonJS users. Hope you'll like using this editor
  20. Like
    Luaacro got a reaction from trevordev in Screen fade/motion blur effect   
    Pull request created https://github.com/BabylonJS/Babylon.js/pull/5179
  21. Like
    Luaacro got a reaction from Phuein in The Babylon.js Materials Library   
    Hey hello the community !
     
    It's time to present the materials library of Babylon.js !
    Deltakosh created a tool that allows us to create and test our own materials !
     
    The materials library can be found in the Github repository here: https://github.com/BabylonJS/Babylon.js/tree/master/materialsLibrary
    It explains the build process and provides a template of code for your materials.
     
    The goal is to provide extra materials that you can include in your projects, only by including the related JS file. Indeed, the JS file also contains the shader's code 
     
    The library already contains 2 materials:
    - Fire material
    - Water material
     
    The water material playground : http://www.babylonjs-playground.com/#1SLLOJ#6
    The fire material playground : http://www.babylonjs-playground.com/#21IIM9
     
    By hoping some of the community will fill the library with awesome materials, have fun !
     
    Luaacro


  22. Like
    Luaacro reacted to Dad72 in Web Game Editor (MMORPG)   
    Hello,
    I'm proud to talk about version 2 of my MMORPG editor (FR and ENG) that I renamed to "Web Game Editor" instead of "HeroonEngine" which was a name that looked too much like another existing editor. This version 2 comes with a new, more modern, community-based website. It will be possible to find a manual and video tutorials for getting started, as well as a shop and a forum (FR and ENG).
    The editor has undergone many improvements, new features and various fixes to make it more stable, more functional and more successful. Some things have been totally rewritten. It will come with a small Integer demo that contains two terrain and plenty of media on offer.
    I should hopefully release version 2 in the month and make an announcement of its release. For the moment I present it here. I have been working on this editor for years since BabylonJS was born. The editor has been renamed 4 times and rewritten 3 times totally and this name is the last change.

    Content and features:
    Here is some screenshot:




     
  23. Like
    Luaacro reacted to QuintusHegie in BabylonJS Model Train Simulator - project   
    Hi Guys & Gals,
    I just wanted to let you know I'm learning 3D browser game programming in my spare time by developing something like a Model Train Simulator in BabylonJS.
    Thanks to the great and easy access framework of BabylonJS I've been able to develop much faster than with C++ / Direct3D 15 years ago.
    This project is in early stage but progressing though. I'm having some math-computations challenges on the track turnout points, but hope to have them fixed soon so that you can drive trains on more complex routes.
    The app supports keyboard, mouse, touch, gamepad input and also VR-headset device. Multiplayer support currently only on same device (e.g. connect 2 gamepads).
    Anyway, here's a teaser-screenshot of what can be called a level inspired by the "Sponza" demo. :-)
    Kind regards,
    Quintus

  24. Like
    Luaacro reacted to QuintusHegie in Screen fade/motion blur effect   
    Great! I'll await the build. :-)
    I use
    https://preview.babylonjs.com/babylon.js as Babylon.js library, so I will notice automatically as soon as above file is updated.
    I've ordered the book from Julien as well... will probably receive it in print next week.
    Q
  25. Like
    Luaacro got a reaction from Deltakosh in Screen fade/motion blur effect   
    Pull request created! https://github.com/BabylonJS/Babylon.js/pull/5051
    My next step is to provide a single post-process for object based motion blur
    I'll let you know once done!