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About SebRomeo

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  • Birthday 06/27/1986

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    Coding, 3D game dev, Music

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  1. Just to give the solution that worked for me : Creating Childs before Parents as solved the issue for me ! /* Create child sphere */ var sphereChild = BABYLON.Mesh.CreateSphere("spherechild", 16, 1, scene); sphereChild.position.y = 1; sphereChild.position.x += .1; sphereChild.physicsImpostor = new BABYLON.PhysicsImpostor(sphereChild, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 2}, scene); /* then create the parent sphere */ sphere.physicsImpostor = new BABYLON.PhysicsImpostor(sphere, BABYLON.PhysicsImpostor.SphereImpostor, {mass: 2}, scene); /* then add relationship */ sphereChild.parent = sphere;
  2. Man !! A big thank you for answer ! The thread seems to point this exact problem I tried everything, and you are true, that in cannon it doesn't work too.. Also, I'll be glad to help for all that when I know more about it, I very find that framework revolutionnary and a very good in the concept, tools and community but as it is fresh new, there is still work to achieve. Thanks for all your contribution
  3. Hi guys I've tried a lot but can't find any solution. Also I try to find in documentation which is not very detailled for the moment about physics behavior but doesn't find an answer... I use oimo.js and when I try to enable physics on a child element it bring me the error : "TypeError: e.physicsBody is undefined"... I may use onCollide but I can't find any ressource on it's behaviour and intersectMesh....but as I have to do it with hundred of object I wonder if there is a different approch than a "brute force" testing of all intersect mesh with all others ( approx. 10 000 test each frame ) Thanks a lot
  4. Ok thanks for your fast reply !! I just wonder if this will cost a lot more process consumption ? If not, I'm definitely on it ! I may have no choice but to do so in fact :/ I wonder if performancewise is best to have 8 particle systems or 1 solidParticleSystem but clonned several times ?
  5. Hi guys ! I'm struggeling on something. I want to make a static particle system that is child of a mesh for all particles to be relatively positionned to that element. I have tried to getWorlMatrix() of mesh, to parent the mesh to particle system and mess with all matrix functions with no results... Example: -I have spaces cubes (8) that I move according to player position to give the effect of an infinite map (see previous post ) -my particles are "dust" in those cubes that are created once and are static But when I move my cube to another position, particles stays at the same place.... Have you got a clue ? Edit: another noob more general question: How to select all particles as an object like (for using clone, createInstance, position...)? Thank you guys
  6. Thanks a lot for your very complete answer ! "infinite relative map" === "infinite terrain" === true I understood the main concept behind those example. If I apply it to a 3d space scene, we can immagine that: -I cut my 3d cube in 4 equal quarter cubes -According to where the player is in the "active" quarter, I translate all coordinates of other quarters and their objects to the new "soon crossed" boundary -And so on.... At first view it may be very hard to process depending on items the scene contain...but that's a good idea...We can also subdivide in lower quarters for the world to be less process consuming and calculate all coordinates relative to the active cube or something like that..... Very interesting !! Also you and your team are genius thanks to all! you do a great job everyday !
  7. Hi I wonder how can we create an infinite relative map like in RPG for example. Like a seamless tile of texture. In the shema below, imagine that arrows are players path on x,y and z axis. How can they seamlessly passes the cube limit and be on the other side ? Is it possible ? Thanks to you all