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ian

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Everything posted by ian

  1. By the way, Old Internet Explorer work fine like Chrome,Firefox,Opera. But Edge browser have problems with hand.min.js. Greetings Ian
  2. Can anybody explain me why pointer event (mouse and touch events) does not work in Edge browser ? It Works well with Chrome FireFox Opera! What is difference? Is there any better way to handle (mouse and touch events) in all browser same? You can try and see difference between Edge and Chrome/Fierefox/Opera in this example/game. (here I use hand.min.js) Is there any better alternative of hand.min.js ??? Is there any bug in Edge browser or BabylonJS's hand.js? https://ajna4taiga.tk/PerplexusShadowOpen/PerplexusProd.html Edge problem: When I release any of WSAD key it has long
  3. no I am not nervous. I don't want force anyone to do what "I need". Maybe BabylonJS need this more than me. They/You will do when they will decided or have time. I know now are holidays .... I don't want to push anyone. I just hope you be aware that this is big deal. And that BabylonJS can gets a Lot. Maybe till November December...
  4. I wasted to much time and nervousness. I quit here! I give you all playground in .zip file what are problems description... everything (some fixes was made in ToB, but final showcase is not working/fixed-bugs....... use instances or not (multi user or not use multi user . colliders and rotation and scale about rotation problems does not work . My playground how far we come... I quit here!
  5. Try that but no luck. Ok I attach file.zip in previous post. Playground in zip file (ToB_BabylonJS_PlayGround.js) here I stuck. I try to switch to single user as you say. But I it is even worse or I am stupid and don't know what I am doing. Anyway. Can anybody make/fix ToB_BabylonJS_PlayGround.js work correctly. ModelFInish.js is made by ToB exporter from ModelFInish.blend. SO HOW IS WORKFLOW IN BLENDER (WHAT TO DO - WORKFLOW) .... BEFORE EXPORT WITH ToB, So that model+colliders should be properly positioned/scaled/rotation or whatever...
  6. In previous .zip file which I attached, there is ModelFInish.blender file. I try As you say but get "Cannot apply to multi user: ... aborting" . This can not we do because there are multi user object (or instances of object). (Because model was previously build with groups...) SOME BUG (I SUPPOSE) If you ModelFInish.blender ---export with ToB---> ModelFInish.js there is error in code (some else problem... line 331 ----> else texLoadStart = _B.Tools.Now; If I remove only else it works, otherwise does not work. I think it is some bug in new ToB exporter..
  7. Yes ToB is ok. The problem in this example is physics box-cooliders scale and rotation. I know we can fix in blender. But if you imagine if we build big scene again and again the workflow to correct scale and rotation of box colliders is big time consuming process...
  8. OK, I see you fix exporter. Very Well. I think it will be also good to check what is going wrong with physics...(colliders or impostors...) Debuger shows some colliders ok some not...whatever....I think there are problems with blender... I think scale and rotation of box meshes as colliders are not taken into account in physics? Is possible to add physics collision boxes to consider the rotation and scale? Can be this a big problem in physics part...?
  9. Deltakosh. I add zip file because code is too big for PR and I have PR save problem ! If you download file.zip, and (ToB_BabylonJS_PlayGround.js) copy/paste in PR and run it must work I test it. I zip contain ModelFInish.js(this is not orignial ToB js file, I fix it) which can use for diff code with one you Tob exported from ModelFInish.blend ----you export with latest ToB exporter from blender-> ModelFinish_Original.js. So If you do ModelFinish_Origninal diff ModelFinis.js(in file.zip). you can see what to fix in ToB exporter! (file.zip contain also Model.blender (wi
  10. Hi again. I don't want to be annoying. This post means a lot for me and for better (to debug and fix problems with Babylon colliders/collision and especially to fix Tower of Babel exporter) I spend some days to find spots in ToB file and fix code manually to fix collision. I appeal author of ToB to fix(to make better exporter which can export also physics collision information from blender. And I appeal those authors for physic collider to help find an fix final 3.step file which doesn't works as it should. Guys I know you are busy and It is Holliday time. Please sav
  11. OK I SOLVE. If you want to use WebVR (Browser which support VR (with javascript navigator.getVRDevices()) (MOBILE for CarbonVR) or just Mobile (If you dont have VR DEVICE/GOOGLES) FOR ANDROID You have to download "Chrome Canary (Unstable)" and then In the URL bar, load chrome://flags#enable-webvr and toggle the Enable WebVR flag. (here: https://webvr.rocks/chrome_for_android) after that you restar chrome canary and Babylon WebVR works (left/right side). (so only so WebVRFreeCameraID works OK else browser not supporter.... to new..)
  12. https://doc.babylonjs.com/overviews/webvr_camera I get error in chrome/firefox/opera browser ( I have those browsers lattest stable versions): if I type in browser console command : or command: navigator.getVRDevices() output: navigator.getVRDevices() VM133:1 Uncaught TypeError: navigator.getVRDevices is not a function at <anonymous>:1:11 -------------------------------- command: navigator.getVRDevices().then((vrs) => {console.log(vrs.length)}) output: Uncaught TypeError: navigator.getVRDevices is not a function at <anonymous&
  13. Can anybody explain what is difference between WebVRFreeCamera vs VRDeviceOrientationFreeCamera Why should we use WebVRFreeCamera? Greetings Ian
  14. ian

    Bug inspector

    it works now (new physics tab in inspctor) qul guys
  15. Introduction/Presentation of Perplexus Shadow Open Game (How to play - suggestion - tips) Enjoy in playing
  16. ian

    Bug inspector

    I use dist/preview
  17. ian

    Bug inspector

    sorry again. 1. I get this error (I suspect inspector) assetsManager.onTaskSuccess babylon.inspector.bundle.js:409 Uncaught TypeError: BABYLON.Debug.PhysicsViewer is not a constructor at n._getTree (babylon.inspector.bundle.js:409) at n.update (babylon.inspector.bundle.js:409) at n [as constructor] (babylon.inspector.bundle.js:409) at new n (babylon.inspector.bundle.js:409) at new n (babylon.inspector.bundle.js:410) at t._buildInspector (babylon.inspector.bundle.js:408) at new t (babylon.inspector.bundle.js:408) at t._createInspector (b
  18. Universal Camera is qul, but (is it possible do ad any swithc to his camera to switch from "Universal Camera" --> "VR Universal Camera" ? And can you also made "Universal Arc Camera" and possibility to switch it to --> "VR Universal Arc Camera"? What do you think? @davrous Greetings Ian
  19. OK, Hi again This is code (attached ToB_BabylonJS_PlayGround.js) which you have to copy/paste in Playground. Why? Because I can not save this code in playground (too much code) Here is included QueuedInterpolation.1.1.js, ModelFInish.js(fix) Exported from Tower Of Bable, PhysicsColliderDebuger.js (my custom debuger to show where are colliders - pink wireframe) and BEGIN MAIN .... END MAIN section which set physics and load ToB model. I export final scene from ModelFInish.blend. Final scene is builded from components(groups in blender). Scene is build from components(groups) an
  20. ian

    Bug inspector

    I use Babylon.js engine (v3.0-beta) launched
  21. ian

    Bug inspector

    here is same inspector problem try F12 debug console and see error (something is wrong with inspector... http://www.babylon.actifgames.com/
  22. ian

    Bug inspector

    I just add line as doc show online mode I just add scene.debugLayer.show(); I try online and also offline mode as in doc Maybe someone is working with inspector code?? https://github.com/BabylonJS/Babylon.js/blob/master/inspector/README.md
  23. fixed url for showcase http://www.babylonjs-playground.com/#1UF7BM#21
  24. fixed link up http://www.babylonjs-playground.com/#1UF7BM#18
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