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Everything posted by Ahiru

  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!!
  16. From the aesthetic point of view I liked your one best Iceman (nice forms), but the fixed starting position and the choice not to have it in the playground so we can easily play around with let me decide not to vote for it. RaananW's and Temechon's forms were quite limited in the end due to the fixed grid system, and Raanan's version gets pretty slow fast - why did you use clones and create a new material with every birth? 2 different Instances and 2 materials would have been easier and faster? And I'm not sure, why it gets slower and slower over time - maybe the mesh.dispose does not really work well? (That's a "nice" thing having an old computer like mine - bottlenecks are visible fast) JohnK's one was the one I voted for, since it was reasonably fast, lots of settings to play with and well documented! Great!
  17. The monitor actually won't make any difference - the rendering is using requestAnimatonFrame, which limits the FPS to 60 FPS max - independent if your monitor has 50, 100 or 144Hz.
  18. Don't think it's really the monitor? I understood he tried on two different computers - one with better specs (and the better monitor) and one on a lower one? That was just my guess
  19. You could use: player.position.x += 0.1 * scene.getAnimationRatio(); This should give you an equal movement independent of the actual FPS-Rate.
  20. Hmm - shouldn't they get preloaded automatically? var remainingAssetsManager = new BABYLON.AssetsManager(scene); for(var j = 0; j < scenes.length; j++){ if(!scenes[j].preloadedImage) { var newTask = remainingAssetsManager.addTextureTask('scene with array id ' + j + ' image task', scenes[j].image); newTask.sceneId = j; newTask.onSuccess = function (task) { scenes[task.sceneId].preloadedImage = task.texture; console.log('loading of scene with array id ' + task.sceneId + ' done', scenes[task.sceneId].preloadedImage); }; } }Seems to work well with me - smooth transition to all scenes.
  21. Hey Wingy - the link does work with me: Compilation errorCannot read property 'dispose' of undefined
  22. Well, for starters: Your part dealing with quaternions was VERY much a live example of the how-to-draw-an-owl kind of explanation. Would wish there had been a complete chapter with examples how to use quaternions and rotation matrixes as well as matrixes (world and local ones) in general. More Maths / WebGL knowledges, less programming lessons like classes and stuff.
  23. Yes, I liked it a lot, and it introduces well into BJS - hope there will soon be a version 2. By the way Temechon? - ARE you working on a follow-up? Where can we request suggest topics?
  24. Ok, works now - guess with a new number behind it's refreshed - the Cache of the ISP (Internet-Service-Provider) can't be refreshed from us customers. When I code online, I always have to change the name of my scripts to see the new versions, otherwise I'll always get delivered the old version.
  25. With me it still does not work - let me guess - I still get the old version of the playground again by my ISP?? How can I see what version is in use?