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About kevinImperial

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  1. Alright, sounds great ! I tried something like: scene.onPointerDown, but it didn't give me anything back with the particles. Will have a deeper look into the SPS features. Thanks a lot !
  2. Alright, so it is not possible with instances ? I guess SPS works fine too, I am just a bit afraid of functionalities that I would expect from a regular mesh that I would lose for some reason with the SPS. Such as clicking on a distinct mesh, etc.
  3. I'm not sure if I understood properly, but is there a way for me to use instances and give different colours to the different instances ? e.g: planets and according to their temperature change their colours. Thanks everyone for the feedback , it's really helpful to be pushed in some directions I would have not thought of quickly on my own
  4. Alright, will have a read into this, thanks a lot Will keep the idea of a limited number of spheres moving. While I'm not a big fan of a limited number of elements to display, it might have to be used as a safety net. Out of the blue, how many spheres do you believe Babylon can render at once ? And how many sprites ?
  5. Thanks guys, this is good feedback and can be very useful. My code is a bit massive to turn into a demo unfortunately (connection to database, etc). Currently I use clones of one sphere because I want to give different materials to different spheres, and I understood that using instances would not allow me to give different materials. I like the idea of moving the spheres position, but it still mean that at some point I need to set up a limited number of instances to draw... Fenomas, currently the spheres do not rotate, but they will in the future. (I intend to have the ones close to the camera rotate, and the ones far either low quality spheres or sprites, the issue might come from colour though).
  6. Hi everyone, A bit of a babylon philosophical question here. I want to deal with a massive amount of spheres, and want to keep it as smooth as possible. I thought I would hide spheres which are no longer in the view frustum. Now that I got that code, I wonder what is the most efficient, either to hide the meshes by selecting and applying .visibility = 0, or if it is better to dispose of the meshes ? If you're curious, in my case I only rotate the camera and don't move it, and I know what I have to show thanks to the angles within a database. Currently, Babylon still feels a bit too slow to my taste with many elements hidden. Should I change my code to dispose of the meshes and recreate them instead of hiding/showing ? Best, Kevin
  7. Hi all, I am relatively new to Babylon.js, and try to display a very large amount of spheres (around 100 000). I already use instances to create each sphere, and while the display actually works, interacting with the scene is close to impossible. For this test the camera is an ArcRotate one, but the actual code will use an UniversalCamera with controls with arrows and the mouse. Currently the engine can handle the mouse wheel input, but no longer the mousedown. "Handling of 'mousewheel' input event was delayed for 455 ms due to main thread beinmethod g busy. Consider marking event handler as 'passive' to make the page more responive." I put simple colored material on meshes to distinguish some features, but except for that, I do nothing special. Are there some solutions to reach this very high number of meshes (maybe switch to sprites facing the camera ?) or am I asking too much of Babylon.js ? My code is fairly dense, but if it helps for understanding, I could produce a simpler version of it in a playground. Any tip or method is most welcome Cheers, Kevin