Samuel Girardin

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  1. Like
    Samuel Girardin got a reaction from DevDJ in How to remove mesh from scene in Babylon.js in runtime?   
    Hi, 
     
    You can try  : 
    yourMesh.dispose() ;
  2. Like
    Samuel Girardin got a reaction from Dieterich in How to remove mesh from scene in Babylon.js in runtime?   
    Hi, 
     
    You can try  : 
    yourMesh.dispose() ;
  3. Like
    Samuel Girardin got a reaction from vtange in Energy.js on github   
    Hello,
    Energy.js is now on github : https://github.com/samuelgirardin/Energy.js
    sam
     
     
     
  4. Like
    Samuel Girardin got a reaction from JackFalcon in Mesh visibility of children   
    var p = grandParent for (var i = 0; i < p.getChildMeshes(false).length; i++){ p.getChildMeshes(false)[i].visibility = false; } @FlashyGoblins
     
  5. Like
    Samuel Girardin got a reaction from aWeirdo in Energy.js on github   
    Hello,
    Energy.js is now on github : https://github.com/samuelgirardin/Energy.js
    sam
     
     
     
  6. Like
    Samuel Girardin got a reaction from Spankied in Energy.js on github   
    Hello,
    Energy.js is now on github : https://github.com/samuelgirardin/Energy.js
    sam
     
     
     
  7. Thanks
    Samuel Girardin got a reaction from PhilT in Energy.js playground   
    @PhilT, Ok I see your file, main problem with physic engine is there are a hundred ways to do the same thing. Look at this one : http://www.babylonjs-playground.com/#URPXQB#12
    Fps is better and at the end we have a solid 60 fps, because idle boxes are out of the simulation. They are not totally out, if a new collision occurs, they will be in again in the simulation. 
     
  8. Like
    Samuel Girardin got a reaction from BitOfGold in Energy.js playground   
    @PhilT http://www.babylonjs-playground.com/#URPXQB#4 . It's quite better here.  Physics engine  have their own specifications, it's quite hard to compare them even with raw perfs. Could you share your code, It will be interesting for me to see what value you used with the engines. 
  9. Like
    Samuel Girardin got a reaction from JackFalcon in Energy.js playground   
    @MackeyK24, 
     
    ammo vs energy : about the native engines, bullet (ammo is based on bullet) was developed after Ode (energy is based on ode), so I suppose Ammo is better. About the asm or wasm port with emscripten, ammo is a kind of automatic port, on my side all is done manually I expose only needed classes and methods. 
    About perfs, I really don't know, but the matter is not to say, the engine handle 1000 boxes at 60 fps,. I think physic engine are really tricky, hard to tune, you really have to test and test to perform good simulation., and to learn the engine. 
    About the car demo ,  both trimesh and heighmap,  line 52 set the last boolean to true, and search subdivide repalce 512 by 256, finally it s here http://www.babylonjs-playground.com/#A5NDZJ#48
    Cloth : no. About the plugin I will answer later this day in demo and project topic
  10. Like
    Samuel Girardin got a reaction from JackFalcon in Energy.js playground   
    Nope, engine is still in alpha. This is not a priority , I need to add features, and fix few memory leaks.
  11. Like
    Samuel Girardin got a reaction from JackFalcon in Energy.js playground   
    Ammo is really good too.
    new playground : http://www.babylonjs-playground.com/frame#89WEV3#0
    important : check playground url , must start with http not https
  12. Like
    Samuel Girardin reacted to NasimiAsl in Melyon.ir tools for webgl   ( special BabylonJS members)    
    Melyon tools for webgl   ( special BabylonJS members) 
    * make inter active action and unlimited animation in GPU side
    * make shader + material
    bandicam 2018-04-08 15-06-31-064.mp4
     
  13. Like
    Samuel Girardin reacted to jpdev in egghunt - my Easter bunny jump & run   
    Earlier this year, I gave out pieces of paper to friends and children of friends with a jagged outline on them with the instruction to color it in and send it back to me.
    I received 7 colored shapes.
    Little did they know, that they were actually coloring Easter eggs for a little game I was making.
    Now, just in time for Easter it's finished and I thought I would also share it with you guys.
    Play it here if you like: http://jppresents.net/static/egghunt (see below for instructions)

    It's written in js using only babylon.js as a library. I did the modelling and levels in blender.
    I hope you enjoy it, I had fun making it!
    Thanks to everyone making, maintaining and improving babylon.js
    Here are the instructions and tips for playing the game:
    In the main menu start by clicking on a level button. You can only go to levels that you have reached. Start with level one. As long as you hover over a level button, you can see the best time and most eggs collected for the level (only shows your scores & times).   (Warning: You can only get a better time if you collect the same amount of eggs or more)   cursor left = bunny hops left cursor right = bunny hops right space or cursor up = bunny jumps (press longer to go higher) cursor down = crouch and wiggle your tail   tips & tricks: Jumping while crouching results in a high back flip. Jumping three times while maintaining speed results in a high forward flip. Pushing into the direction of a box while falling makes you slide along the box, you can now wall jump.
  14. Like
    Samuel Girardin got a reaction from HeadClot in Energy.js playground   
    @MackeyK24, 
     
    ammo vs energy : about the native engines, bullet (ammo is based on bullet) was developed after Ode (energy is based on ode), so I suppose Ammo is better. About the asm or wasm port with emscripten, ammo is a kind of automatic port, on my side all is done manually I expose only needed classes and methods. 
    About perfs, I really don't know, but the matter is not to say, the engine handle 1000 boxes at 60 fps,. I think physic engine are really tricky, hard to tune, you really have to test and test to perform good simulation., and to learn the engine. 
    About the car demo ,  both trimesh and heighmap,  line 52 set the last boolean to true, and search subdivide repalce 512 by 256, finally it s here http://www.babylonjs-playground.com/#A5NDZJ#48
    Cloth : no. About the plugin I will answer later this day in demo and project topic
  15. Like
    Samuel Girardin got a reaction from MackeyK24 in Energy.js playground   
    @MackeyK24, 
     
    ammo vs energy : about the native engines, bullet (ammo is based on bullet) was developed after Ode (energy is based on ode), so I suppose Ammo is better. About the asm or wasm port with emscripten, ammo is a kind of automatic port, on my side all is done manually I expose only needed classes and methods. 
    About perfs, I really don't know, but the matter is not to say, the engine handle 1000 boxes at 60 fps,. I think physic engine are really tricky, hard to tune, you really have to test and test to perform good simulation., and to learn the engine. 
    About the car demo ,  both trimesh and heighmap,  line 52 set the last boolean to true, and search subdivide repalce 512 by 256, finally it s here http://www.babylonjs-playground.com/#A5NDZJ#48
    Cloth : no. About the plugin I will answer later this day in demo and project topic
  16. Like
    Samuel Girardin got a reaction from royibernthal in Energy.js playground   
    Ammo is really good too.
    new playground : http://www.babylonjs-playground.com/frame#89WEV3#0
    important : check playground url , must start with http not https
  17. Like
    Samuel Girardin got a reaction from jerome in Energy.js playground   
    Ammo is really good too.
    new playground : http://www.babylonjs-playground.com/frame#89WEV3#0
    important : check playground url , must start with http not https
  18. Like
    Samuel Girardin got a reaction from 1glayfan in Energy.js playground   
    Hi, 
    I've made few playgrounds using energy.js (it's a physic engine) , so you can test the engine live. It's still an alpha version, but you can fun ! 
    bounce box
    ball joint
    wood machine
    vehicle (arrow keys)
    Typescript sources, grunt, etc : github
    It's quite  tricky to get the engine works on the playground (append script and refresh), maybe you can have after multiple run a memory error).
    sam
     
     
     
     
     
  19. Like
    Samuel Girardin got a reaction from QuintusHegie in Energy.js on github   
    Hello,
    Energy.js is now on github : https://github.com/samuelgirardin/Energy.js
    sam
     
     
     
  20. Like
    Samuel Girardin got a reaction from Arte in Energy.js playground   
    Hi, 
    I've made few playgrounds using energy.js (it's a physic engine) , so you can test the engine live. It's still an alpha version, but you can fun ! 
    bounce box
    ball joint
    wood machine
    vehicle (arrow keys)
    Typescript sources, grunt, etc : github
    It's quite  tricky to get the engine works on the playground (append script and refresh), maybe you can have after multiple run a memory error).
    sam
     
     
     
     
     
  21. Like
    Samuel Girardin got a reaction from RaananW in Energy.js playground   
    Ammo is really good too.
    new playground : http://www.babylonjs-playground.com/frame#89WEV3#0
    important : check playground url , must start with http not https
  22. Like
    Samuel Girardin got a reaction from RaananW in Energy.js playground   
    Hi, 
    I've made few playgrounds using energy.js (it's a physic engine) , so you can test the engine live. It's still an alpha version, but you can fun ! 
    bounce box
    ball joint
    wood machine
    vehicle (arrow keys)
    Typescript sources, grunt, etc : github
    It's quite  tricky to get the engine works on the playground (append script and refresh), maybe you can have after multiple run a memory error).
    sam
     
     
     
     
     
  23. Like
    Samuel Girardin got a reaction from BitOfGold in Energy.js playground   
    Hi, 
    I've made few playgrounds using energy.js (it's a physic engine) , so you can test the engine live. It's still an alpha version, but you can fun ! 
    bounce box
    ball joint
    wood machine
    vehicle (arrow keys)
    Typescript sources, grunt, etc : github
    It's quite  tricky to get the engine works on the playground (append script and refresh), maybe you can have after multiple run a memory error).
    sam
     
     
     
     
     
  24. Like
    Samuel Girardin got a reaction from iiceman in Energy.js playground   
    Hi, 
    I've made few playgrounds using energy.js (it's a physic engine) , so you can test the engine live. It's still an alpha version, but you can fun ! 
    bounce box
    ball joint
    wood machine
    vehicle (arrow keys)
    Typescript sources, grunt, etc : github
    It's quite  tricky to get the engine works on the playground (append script and refresh), maybe you can have after multiple run a memory error).
    sam
     
     
     
     
     
  25. Like
    Samuel Girardin got a reaction from iiceman in Energy.js on github   
    Hello,
    Energy.js is now on github : https://github.com/samuelgirardin/Energy.js
    sam