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Everything posted by EJanuszewski

  1. That water is so realistic it makes me seasick
  2. Challenge, competition same thing What you've said helps though, I'll just have to redo my boxes to ensure they are built with the correct facing normals, thanks so much for the help!
  3. @RaananW Hmm, you can still appear to go through them, maybe I need to make them not 'flat' and give them some actual width, would require rewriting a lot, I'm not really going to enter the competition I don't think, so it's not an issue, I just like having a target to learn towards.
  4. Ok here's a dilemma I currently have, the collision is appearing to work on only 1 'side' on each 'plane' http://www.babylonjs-playground.com/#UYUQQ#7 You cant walk through the middle bit from the inside but can from the outside, wheres the right side you can walk from the inside but not the outside, is this down to the way I've created the ribbon?
  5. @JohnK Oops, the WYSIWYG managed to join the 2 links together! I've updated those links now, my issue isn't the camera rotation, rather the rotation point of the object, I'm going to have another go at trying to rotate it correctly, this example might explain it better http://www.babylonjs-playground.com/#UYUQQ#6 so as you can see I'm rotating the 2nd box but it rotates around the corner rather than the center, what's a simple fix for this? Sorry again everyone for clogging up this thread. Edit: I'm making progress, probably not the cleanest code but I'm so eager I just figured to do it to the best of my limited knowledge, here's a sneak peak of what I've managed so far, probably doesn't look like a lot to anyone but I'm dead happy http://puu.sh/kXzGA/4118de0fe3.jpg
  6. Oh yes, you guys are so damn helpful, I'm starting to understand how it works, and on my way to building a custom mesh http://www.babylonjs-playground.com/#UYUQQ#3 I'm thinking of simply making a few different types of cube with missing faces essentially, which means I can actually create 'dead ends' Ok I made some progress, having issues with one of my 'blocks', when I rotate I want it to rotate around the mesh instead of a corner, I've scoured the forum but not 100% sure on the correct answer, could someone point me in the right direction? I've put a little PG together http://www.babylonjs-playground.com/#UYUQQ#5 http://www.babylonjs-playground.com/#UYUQQ#4 I also have issues with shading on the top when I'm missing 2 side face but that's a seperate thing to worry about.
  7. My issue is I can't even seem to understand how the CreateRibbon works , like is it even any of these? I never figured it out, I don't want to say the documentation is bad, it's probably just because I'm a beginner and I imagine it makes complete sense to everyone else(it also doesn't help my JS isn't too strong), I also don't want to clog up this thread var ribbon = new BABYLON.Mesh.CreateRibbon("ribbon", paths, scene); var ribbon = new BABYLON.Mesh.CreateRibbon("ribbon", [paths], scene); var ribbon = new BABYLON.Mesh.CreateRibbon("ribbon", { pathArray: paths }, scene);
  8. I'd love to take up your offer on the duct but it wouldn't feel right, I've just spent an hour trying to use the ribbon and can't even get anything on the screen Definitely out of my reach and that's just meant to be a simple parametric shape, more reading to do I think until I understand how all the shapes work.
  9. Wow that's very clean John, I think a lot of my issues are because my javascript isn't advanced; then I need to practice with more Math functions to assist with rotation of things. I've not really dabbled into the vertexdata stuff either, maybe that should be what I look into to fully understand how it works.
  10. 1- I'm gonna say around 12, probably the original unreal tournament online 2- Around 14-15 started to get interested, did basic computing and learning VB at around 16 at school, started my first dev job at 17, not really coding just html/css and basic JS 3- Job + some on the side as a hobby 4- Well since I'm more a front end dev and not that advanced either, I guess JS, I have dabbled in Java which I enjoy too but not proficient enough. 5- I try, but struggle since I don't have many people to look to for advice(that was until I found this community), nor do I get to apply the knowledge in my job. 6- Yes I tend to find it difficult as I often learn basics of a new language/framework but unless I find a project to use it in then I find it hard to further progress. 7- 22
  11. Damn you guys are too fast and clever, maybe I should wait out on this challenge until I've improved a little more and leave this one to the pros.
  12. I'm trying to use the new CreateTube Mesh but it doesn't quite look right http://puu.sh/kTrOH/0a47b2c439.jpg I can't do a playground test right now but here's my rough idea(yes I borrowed the texture example from a similar thing that John was doing) I'm not sure the tube is going to work the way I want it to, does anyone have suggestions on what might be a better thing to use? I was hoping to use like a cube and just remove the sides but I imagine it's not that simple. if (type == Box.TYPES.FORWARD) { level.paths.push(new BABYLON.Vector3(level.paths[level.paths.length - 1].x, 0, level.paths[level.paths.length - 1].z + 1)); } else if (type == Box.TYPES.RIGHT) { level.paths.push(new BABYLON.Vector3(level.paths[level.paths.length - 1].x + 1, 0, level.paths[level.paths.length - 1].z)); } else if (type == Box.TYPES.BACKWARD) { level.paths.push(new BABYLON.Vector3(level.paths[level.paths.length - 1].x, 0, level.paths[level.paths.length - 1].z - 1)); } else if (type == Box.TYPES.LEFT) { level.paths.push(new BABYLON.Vector3(level.paths[level.paths.length - 1].x - 1, 0, level.paths[level.paths.length - 1].z)); } var tube = BABYLON.MeshBuilder.CreateTube("tube", { path: level.paths, radius: 1.5, tessellation: 4, arc: 1 }, level.game.scene); material = new BABYLON.StandardMaterial("cmat", level.game.scene); material.diffuseTexture = new BABYLON.Texture("http://cubees.github.io/images/wire.jpg", level.game.scene); material.backFaceCulling = false; tube.material = material; tube.rotation.x = Math.PI / 4;
  13. @jsdream it might sound silly but, have you got your display cable plugged into the graphics card or the display port on the motherboard?
  14. Than's for the replies everyone, that's awesome, seems I picked the worst mesh to try learning how to use multimaterials
  15. Hi all, I'm currently going through Temechon's book, which I must say is very good, however at the point of playing around with multimaterials I seem to be pulling my hair out, here is a link to a playground I put together http://playground.babylonjs.com/#1K3BTQ, I looked at DK's tutorial on MSDN ( http://blogs.msdn.com/b/eternalcoding/archive/2013/07/10/babylon-js-using-multi-materials.aspx ) but I'm unsure of where the numbers come from to define the indice parameters sphere.subMeshes.push(new BABYLON.SubMesh(0, 0, verticesCount, 0, 900, sphere));sphere.subMeshes.push(new BABYLON.SubMesh(1, 0, verticesCount, 900, 900, sphere));sphere.subMeshes.push(new BABYLON.SubMesh(2, 0, verticesCount, 1800, 2088, sphere)); I don't suppose someone could maybe assist me on this and explain what I'm doing wrong, I'm fairly new to the world of 3D so maybe I'm just misunderstanding how it's meant to work. Thanks, Edward
  16. Obviously I don't know much about this, but is it not possible to make an animation that, let's say... Walks and transitions to a run, let's say the walk is frame 0-100, run, is 100-250, could you maybe override the animation object to reset to frame 0 when it hits 100 if the run button isn't currently being pressed for example, and likewise the other way, once running you could start the animation at frame 100?
  17. My 3d vocabulary is limited so I'm not 100% sure about the Z axis (maybe circumZ/circumferenceZ) but for the Y I think slice is good, like a slice out of a pie or something, similar concept.
  18. I'm also new so can't give you a solid answer but as far as I'm aware it simply detects collisions, unless it's the camera colliding I believe it's up to you to decide how to handle it, maybe with a collider, I'm sure someone will point me out if I'm wrong though Take a look at this, maybe it'll help. http://blogs.msdn.com/b/davrous/archive/2014/11/18/understanding-collisions-amp-physics-by-building-a-cool-webgl-babylon-js-demo-with-oimo-js.aspx
  19. Just a follow up on this, scene.getAnimationRatio(); seems to do the job So as for tick, as I need the same thing are you saying I can just run a setInterval outside of the runRenderLoop? Do you happen to have a code example you can share?
  20. I reckon even I could have a go at this! Probably will be awful compared to others, but why not
  21. It wasn't zoom, that was just to show what happened, I was in the water looking around, got stuck on the edge and kinda just slipped out of the map but didn't really fall, kinda weird.
  22. Nice this looks awesome, I think it'd be cooler to not having to hold mouse to turn, I get a solid 100-144fps (144hz monitor), I couldn't find the key but managed to somehow get outside the skybox Do I win?
  23. Interesting read fenomas, a lot of it goes over my head as an amatuer but I'm sure I'll understand it in the future Can't believe how much of a discussion I stirred up
  24. I am actually using runRenderLoop and scene.render() my pc at home has a 144hz and a 60hz, that's how I spotted the issue, so apparently it doesn't limit to 60 I'll try out Ahiru's suggestion tonight at home and see if it fixes it.
  25. @Ahiru Awesome I'll give that a try out later. @RaananW Since I request animation frame and it refreshes 144hz that means it requests frames at 144fps, I confirmed this with the debug layer too