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simon_bg

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  1. @Deltakosh, how the occlusion clipping can be activated?
  2. Okay, I figured it, the solution is quite simple actually. I created an "auxiliary mesh" which I then animated instead of the camera.
  3. Hello guys, I have a scene with a FollowCamera and I need to switch between multiple targets. For some reason though, I cannot get to make the switch smooth. When setting lockedTarget directly it jumps from one position to another. I tried to make an animation with the "lockedTarget" property but it doesn't work. Maybe you guys could help me out? PG: https://www.babylonjs-playground.com/#9AXYDK#1 Thank you!
  4. Oh wow, my bad. I've made a search earlier but couldn't find anything, tried it now and it's literally the first result. Murphy's law, as always Thank you, aWeirdo!
  5. Hey guys, is it possible to select a sprite (via actionManager or scene.pickSprite, whatever) so the sprite transparency is taken into account? For example, in this playground the sprite is a circle: https://www.babylonjs-playground.com/#PVYYAQ , but it is clickable on the invisible corners of the square image. Is there any way to avoid that? Thanks,
  6. Thanks a lot @dbawel, I'll keep that in mind!
  7. We have already got some candidates at the Upwork platform. Thank you, Pryme8!
  8. Hi guys, After some previous attempts to solve some problems in our project, we saw that we were not getting anywhere so we decided that we needed a professional help. This is the offer we published on the Upwork platform, so if anyone is seriously interested in completing the job, please contact us. This is the text of the offer: _______________________________________________________________________________________________________________________________ Representation of a snow-covered mountain scene in Babylon.js Engine The task consists of representing a snow-covered mountai
  9. After some search on the forum, I think I could implement this using Dynamic Textures, like in this playground I found: http://www.babylonjs-playground.com/#9U086#4 The next challenge would be combining TerrainTexture with DynamicTexture.
  10. Hey guys, I'd like to know if there is a way to represent an animated polyline moving from point A to point B on a mountainous terrain. The idea would be to show a track like this: https://www.relive.cc/ , you can see it in the demo video. I understand that this functionality does not exist in Babylon, and from what I've read, the Babylon.Ribbon only allows for vertices to change position but not for adding new vertices. But anyways, what would be the steps for me to implement it from scratch? Thanks!
  11. Thanks a lot, Deltakosh! I'll try and have a look at those interesting shaders then
  12. Hi peeps, I've already published a similar topic not a while ago, but we couldn't really reach any conclusion: http://www.html5gamedevs.com/topic/32079-sprite-occlusion-for-performance/ I have this demo: http://devel.arinnova.com/tests/3dmaps/babylon_demo/ I'm trying to get a similar forest to this three.js scene: https://www.piste.io/#!/cortina . Notice how the forest is really dense and the FPS are really good. What I've already tried without success: 1) Loading meshes instead of sprites and applying LOD mechanism resulted in very low FPS. 2) Using mesh instances inste
  13. That's a pity... Thank you for your time anyways!
  14. Like this, you mean? https://www.babylonjs-playground.com/#KBBWVT#2
  15. Thank you for your response! I tried to do that, but unfortunately the performance is waaay worse with meshes, even using instances and LOD with small distance to the camera: https://www.babylonjs-playground.com/#KBBWVT#1 With 10000 sprites it renders with 60 FPS on my computer, but using 10000 planes with instances and LOD results in 20 FPS
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