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  1. Looking forward to read the docs :). I'm assuming this should work for what I'm trying to do: Have a multiplayer game in which the server defines the map (somehow, maybe multiple heightmap images?) and then when players connect, they "download/stream" chunks of the map as they move? This way I would be able to build a massive world in which players can move around. I still have to see how I can handle the collisions and so on but we'll cross that bridge when we come to it... This whole thing looks really good, I just hope I'm not too dumb and I can understand enough bits of it so I can make use of it...
  2. wow! I've been trying it and it looks amazing, really good graphics! May I ask how have you generated the town? did you manually place everything one by one or did you use some sort of map generation tool? Best regards, Javier
  3. Hi, I've been investigating how to create a large/streamed world in BabylonJs, but unfortunately I couldn't find anything helpful... given my (lack of) knowledge. I read this topic and (poorly) tried to implement a super simple proof of concept of what @joshcamas suggested, but I'm not quite sure of whether what I've done is correct. Most of the links I followed there were either dead, or the examples were using voxel or other stuff which was by far too complex for what I want, so that's why I decided to try to code something by myself, and this is the result: http://www.babylonjs-playground.com/#11SCXD#5 I'm thinking of setting a big size for each chunk and maybe having a lot of connected heightmap images, then load the corresponding one when the player approaches to it. By the way, haven't found any tool to generate a terrain/realistic map with textures that I can export into heightmap chunks (with its corresponding textures). Is there any software for that, or what shall I be using otherwise? Any feedback / advise would be very appreciated. Ultimately, I'd like to have the map on the server that is streamed to the clients that connect to it, and I'm not sure if what I've done could work or if I should be doing something else. Thanks!
  4. Love it! You've done a great job! It's a bit hard to play on your own though, but as @csganja said, that's the point of this kind of games!
  5. Finally I got it to work (not sure how! haha) by playing with the mesh ellipsoid and the player speed, thank you for your help!
  6. Hi RaananW, Thank you for your reply! I've seen that demo before, sorry I probably didn't explain myself properly I am not trying to do a FPS, but a third person, ie, you can see the character in the middle of the screen, the camera is on top. Is this still posible with "moveWithCollisions"? Can I apply an ellipsoid to the mesh/character? Haven't been able to find a working example of that. Re: Physics, I indeed applied angular velocity to the character and managed to move it like that, but seems a much more complex task, so I think I'll try to stick to moveWithCollisions, if I manage to get this to work. Cheers, Javier
  7. Hi everyone, I'm very new to BabylonJS and to building games in general. I've read lots of resources and tried lots of things and I still don't quite know what I'm doing, to be honest but I've stumbled upon this noob question, hopefully is an easy one, even though it's not so obvious for me. So, I'm trying to build a game in which there is a character that can move around the scene. I've got a friend that is creating cool buildings with Solid Works and exporting them to STL. Managed to import them (not with pain) to BabylonJS, but then got in a bit of trouble making the character "interact" with the building (ie, a castle, I've imported it as a Mesh, should I import it as scene? by the way? what would be the difference?). Anyway, first of all, I understood that you have "two ways" of dealing with this, either using physics, or collisions. I tried first with "collisionsEnabled" and "moveWithCollisions", and I almost managed to achieve what I was looking for. My character could move and would collision with the castle, I could get in through a whole (door), and all fine. The issue comes when there are stairs or a ramp, I haven't managed to get the character walk through them. I did a lot of research and came up with the conclusion (please tell me if I'm wrong) that using moveWithCollisions wouldn't work for my purpose as without using Physics, Babylon doesn't distinguish between a wall or a stair/ramp, it's all a collision and hence the character cannot keep walking. Please tell me if I'm wrong with any of this. So, I tried to enable physics and this is where the magic begins... my building and the character were falling through the ground, and lots of crazy stuff, I'm obviously doing something really wrong. I kind of managed to move a box towards the building but it seemed to collision very soon with the castle and I've been unable to test if it can go inside the castle and through the stairs because as soon as the character gets closer to the building it does some crazy jump and disappears, I suspect might be related to the fact that I've set the castle as a BoxImpostor but I'm not really sure and still not very sure if I'm doing the right thing switching from using collisionsEnabled to enabling physics and using Oimo or Cannon, which I also heard that are way more realistic but at a performance cost. That's it pretty much, I've spent endless hours and haven't made any progress, so thought of asking for advice before investing more time to ensure at least I'm on the right track. Any advice would be very appreciated. Thank you! Regards Javier
  8. Thank you very much for that, it was really helpful, and indeed enough to get started. I'll try it out as soon as I can, and we'll see how it goes . Best of luck on the challenge!
  9. wow! You've done what I have always wanted to do, but I've no idea how. Awesome work! Any advice on how to get started building the client-server communication? Are you using any game server engine or coding everything on your own? Apologies if already asked/answered this and I have missed it. Cheers, Javier