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About Ahiru

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  1. Yes, in here: http://www.html5gamedevs.com/topic/17600-include-external-js-files-into-the-playground/ http://www.babylonjs-playground.com/#1YGCVH#8
  2. Can't see why? Only the client-version will run in the playground - the server-side has to be run on some external server of course.
  3. Yeah, but unfortunately it seems nobody has a solution or a reason why socket.io does not work in the playground.
  4. Is there an easy way to join all lines to one mesh? After only some scribbling the FPS goes down to 8 FPS - showing 430 draw calls - so guess there have to be definitively some optimisation to be done
  5. You have to calculate it on both sides - server AND client. On the server to write the results / events into the database - on the client to render it and visualise it for the players. The best way to have it would be to use the same code on server and client (that's where Node.js comes in), so first: You don't have to code things twice - second: You can be sure the results would be the same. You can't just let the clients do the calculations and send the results to the server, since these results are too easy to be manipulated.
  6. Well, talking about a good physics engine might be important, but for real game-programming - wouldn't that normally be done server-site? (That's why I try to get socket.io to work - ideally in the playground) In general, for a gaming-framework I am missing the real Node.js integration, so many things could be used server AND client-side - am I wrong here? Coming back to the physics-engines: Oimo seems to have a problem with mass - if I apply an impuls it seemed the mass of the impulsed object was not taken into account, wich is weird, Cannon has nice functions like local-impuls, which is not available through the plugin, though - AND it seems that there is some problem with higher speeds... Both do not really work in atmospheric environments - so a new physics engine MIGHT be the right choice - together with a plugin, that really uses the complete function-set of the engine.
  7. Hey Wingy - you don't like it like it is at the moment, that you can switch the physic engines, but if you leave it blank it's Oimo? Why not suggest one for beginners, but keeping it open for more - kind of how it is now?
  8. Can't await to play around with it - especially to try out functions to apply forces and how it reacts to higher end-speeds - both things neither Oimo nor Cannon are convincing yet. Does it have atmospheric pressure, so things on a planet surface would react like you expect them to do (loosing speed when moving, flying curved lines when spinning etc.)?
  9. Did not know, too - but still does not work http://www.babylonjs-playground.com/#1YGCVH#8
  10. Hmm - on my server: index.js: <script src="https://cdn.socket.io/socket.io-1.3.7.js"></script> <script src="/main.js"></script>main.js: ... var socket = io();And it works: http://it-devils.com:3000/
  11. NodeJS will be on the server anyway, not on the client - but Socket.IO I just included per CDN in line 5 The including per CDN seems to work, since the CANNON.World() works.
  12. I tried to include some external scripts into the playground, and while it seems that Cannon.js works, Socket.IO does not - does anybody have an idea why? http://www.babylonjs-playground.com/#1YGCVH#3
  13. Good question - I'd like to try to participate this time, too. - Not sure yet if my knowledge of BabylonJS will be sufficient, but it's worth the try - do we have any ideas about what to do?
  14. Ok - maybe there won't be the console error then, too - will try. I get in the playground console: Uncaught TypeError: Cannot set property 'references' of undefined 137341 console messages are not shown. Right - no console error in Github, let the FPS go up from 1.6 to around 15 FPS
  15. Yes, keep us informed - would be nice to know if the monitor frequency can really influence the FPS - Rate in the browser!!