GrosSacASacs

Members
  • Content Count

    21
  • Joined

  • Last visited

Posts posted by GrosSacASacs


  1. I import mesh from a json babylon file into BabylonJS with BABYLON.SceneLoader.ImportMesh, I then use scene.beginAnimation(allMeshes[meshName], 0, 100, true);

    This works well for 1 animation. How can I have multiple animation for 1 mesh ( walking, running, idle, laughing) and use it in Babylon ? In Blender you can give names to the different actions. I searched the docs but didn't found an answer.

    1 temporary solution I see, import the same mesh with 1 different animation multiples times, and when we want to start an animation we replace the mesh with the same at the same position except it has a different animation and then call scene.beginAnimation .


  2. I don't think it matters who I am. This is not how open source works. I am not attacking you, I am trying to help. If you think everything is perfect, say so. I am not communication god, I don't use the best words.

    30Fps in chrome and firefox latest, pc hardware: Processor     3.4 GHz Core i7 6700
    RAM     16 GB DDR4
    Memory Speed     2133 MHz
    Hard Drive     1 TB SATA
    Graphics Coprocessor     NVIDIA GTX 745 4GB DDR3


  3. Thanks alot for the constructive answers. Let me rephrase this question " Why is BabylonJs slower than what it could be ? ": What changes could we make to make a future BabylonJs version faster than the current one ? or ; Is BabylonJs perfect, and if not what is left for improvement ?

    Also I would like to know what makes the flight simulation low on fps, even on devices that render other games that seem to have more complexity at 60 fps, and this has probably nothing to do with BabylonJs, but insights from the creators would be nice.


  4. How could BabylonJs possibly be faster ? or Why is BabylonJs slower than what it could be ? What needs to be done. Any area we can help to make this engine faster ? Give us concrete directions so that we can help.

     

    I know BabelJs itself is not slow. It does nothing by itself. However, I would like also to know: what are the best practices to take full advantage of BabylonJs speed.

    This demo is really slow :

    http://flightarcade.com/missions/tin/play

     

    Why is it so slow, and what can we learn from it ?

     


  5. 3D realtime editor minimal proof of concept on Github. https://github.com/GrosSacASac/3D-realtime-editor-proof-of-concept

    I put it on Github because some people were interested to see how it works. Maybe on this forum also. Note the poor code quality because it was a rapid prototype. The camera and the objects are the same in every tab open. Tested in Firefox and Chrome

     


  6. I am not sure if this is a bug or not. When I use something like sphere.position.y = string1; if string1 can be converted into a number it will , and this value is used to update what you see on the screen. So far so good.

    Now when I did sphere.position.y += 1; I expected it to use the internal number it used to position ittself correctly on the y axis and to add 1 to it, but instead used string1 as a basis, and the result is far off.

    Why does sphere.position.y = ... not transform into a number both sides the internal number but also the public number; what you get back when you look for sphere.position.y  again.

    See in the console, in this playground

     

    http://www.babylonjs-playground.com/#1QFFPV#1


  7. How can I use the same mesh for 2 different object in the 3D space ?

    What I tried:

        //...
            //before the mesh is loaded we use another mesh
            hero = BABYLON.Mesh.CreateSphere("sphere1", 16, 0.1, scene);
            enemy = BABYLON.Mesh.CreateSphere("sphere2", 16, 0.1, scene);
    
            BABYLON.SceneLoader.ImportMesh("fr", "/", "models/5.babylon", scene,
                function (newMeshes, particleSystems) {
                    camera.target = newMeshes[0];
                    hero = newMeshes[0];
                    enemy = newMeshes[0]
                    //how can I separate hero and enemy again ?
                }
            );
       //...

    If there are different ways to do , give me the one that uses the least resources.


  8. So I donwloaded this blender file: http://www.blendswap.com/blends/view/15077

    opened it with Blender and exported it as described in this guide https://blogs.msdn.microsoft.com/eternalcoding/2013/06/28/babylon-js-how-to-load-a-babylon-file-produced-with-blender/

    I attach the error report file. Why do I get this error ? What do I have to do to export it correctly ? Is it better to report it here, or on github issues ?

    run_5_FK_NLA.log


  9. Hi, my team and I are going to create a new game that will run in the browser. I searched a few hours and found a ton of game engines for the web platform, and it takes a lot of time to compare them all. I can program in JS and understand the Web platform well. I want to use a game engine with at least the following functionalities,

    • a 3D API with the basic stuff (camera, meshes, materials, animations)
    • Dynamic Shadows, Lights
    • scene management
    • good fps (frames per seconds)
    • Uses WebGl (or other standards)
    • Can import 3D files from other programs (ex Blender)
    • Scales well (Big big game project)

    Does Babylon.js satisfy my needs ? I think yes but I am not sure. If not, what should I use ?