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JohnK

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Posts posted by JohnK

  1. 4 hours ago, brianzinn said:

    So, why does isVisible == false keep it in the rendering loop, while setEnabled(false) not?  I would think the difference would be hardly noticeable.  Is there somewhere else I should have referenced or a performance penalty I am not seeing? Thanks.

    Sorry don't know the reason why. Just following @Deltakosh's advice http://www.html5gamedevs.com/search/?&q=setenabled&type=forums_topic&author=Deltakosh&nodes=28&search_and_or=or&sortby=relevancy

  2. 1. (a) Because there is a black ceiling (black because (i) no material applied to ceiling, (ii) light does not reach ceiling) Ceiling constructed on line 848 in this PG#9 and PG#21 but 849 in this PG https://www.babylonjs-playground.com/#1Z71FW#22 with added color and light

    1. (b) If you remove the ceiling (comment out line 848) then you can see the inner roof provided you set its backFaceCulling to false as in  https://www.babylonjs-playground.com/#1Z71FW#21

    2? Floor already there?

    3. as Sebavan says it is down to the uv setup which currently uses a texture map of two images for the exterior walls and interior walls see line (816 or 817) and uv values calculated so that the textures appear at the same scale on each wall. By using more images in the texture map it would be possible to apply different areas of the image to different walls. An alternative would be to build the interior walls as separate and individual polygon meshes kept together by a mutual parent and each with its own material. You could do something similar with the exterior walls and then you could have different textures on different exterior walls. More on uvs at https://doc.babylonjs.com/how_to/custom#texture

  3. Create your image only buttons in a loop and, except the first one, set their isVisible button to false. When rotating through images set the one showing as isVisible = false and the one to show to isVisible = true.

    However I must say that to do it as your cliant wants I would just use standard HTML, pre-load the images and use the visibility property in the same way WebGL and Babylon.js seems like overkill.

  4. JustYou know the network of room connections. For example 

    A to B, B to C|D, C to E, D to F, E to F so you can work out the shortest path from room to room. When you are in a room A at point P and you want to get to room E then you need to get to the correct door (A1) of A that will lead to room E eventually. In room A your path is from P to door A1 avoiding obstacles. From door A1 you need to pass through room B to door B1 avoiding obstacles in room B and so on.

    There are two distinct stages, you need to know how to move within any room and avoid obstacles plus know the sequence of rooms to visit to get from start room to end room.

    Does the above give a description of what you want to do?

     

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