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About getzel

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  1. getzel

    WIP Rpg

    Imo, if you obfuscate there are not a lot of risks that an amateur will cheat. The best practice is to check on server side like in a PHP game before sending to other players (validate in real world). All logic variables like mana can be stored and updated easily for each player on server side. No physic stuff I think cause its difficult to simulate there. But this process is not really handy for the programmer, mostly in a real-time game. We are used to do nearby all code in client side. And the player still has to check first on client side too. Because he can't wait the answer of the server to see the result on his screen.
  2. Multiplayer is a little pain in the ass : Thinking about existing players and players to come, instantiate them. Not using something that has not be created so check the variables != null. Socket events are faster than the launching of the game so firing the functions once the game has loaded. Interpolation between existing position and movements we receive with Vector3.Lerp. I take more time than I thought. Congrats JP, it's deserved
  3. Now you can move pressing any key. Yes it doesn't work with a centered ellipsoid : the collision tests first the lower part ? Instead it works with a bigger ellipsoid offseted : I updated the drawing function for offset. We could implement it in the BJS sourcecode. Maybe it's better to have a bounding box than an ellipsoid for the collision testing on the character ? Because the ellipsoid is not so accurate.
  4. Hello, there is a predicate part in my raycast tutorial : draw the ray :, new BABYLON.Color3(1, 1, 0.1));
  5. But the ellipsoid should be at the center of the mesh by default, no ? @Deltakosh Can you take a look ?
  6. @RaananW The problem now is that the man is floating, not on the floor. We can change the ellipsoid offset but I guess it's not the best practice ?
  7. Thank you a lot for this function. So now we see the ellipsoid : But there is still the problem : the man can go through the floating box. Although if we set the box on the floor with position.y = 2, the collision works.
  8. Hello guys ! I do some experiments with the native function moveWithCollision and the ellipsoid parameter for meshes. I don't know what dimension should be the ellipsoid here or the ellipsoid offset. Our character is the red man and the obstacle is the blue box. The character should collide with the obstacle. I want to test collisions with man on the floor and box at different y positions : box on the floor (collision), floating box in front of man (collision), floating box upside the man (no collision) When box is on the floor, it's ok. There is a problem when the box is floating in front of the man (in the PG), because the man doesn't stop. If I change the ellipsoid number Y from 2.0 to 2.5, the man will be floating with strange collision and I want that the man stays on the floor. Offset is for moving the ellipsoid from the center of the mesh ? So I don't need it here ? Can we implement a function to draw the ellipsoid ?
  9. I dont know where to put that because its general tutorials about mathematics but very useful : Jorge Rodriguez : Maths for 3D games, everything but advanced and fast. Khan : Here is trigonometry courses, basic and slow with exercices, it takes you by the hand. There are also vectors and matrices courses.
  10. Maybe WebGL 3 will evolve inspired by Vulkan : No WebVulkan because of Apple but WebGL is ok.
  11. I'm happy to see that my tutorial about raycasts is now online, thx to Deltakosh and RaananW : So now the questions about that on the forum will be lighten and people can have directly the answers on the Documentation. _____ I have some other ideas for improving existing tutorials. I don't know if I'll do it or someone else : - Collision system : precisions on ellipsoid dimensions, talk about oncollide (new features to add : draw ellipsoid, onGrounded variable and slope factor maybe) - Animating bones : talking about the new features of 2.5 rotating bones, blending, playing animation only on certain bones (new features to add : importing multiples animation from different action and timeline in Blender ?)
  12. This is low level, sound shader.