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About RNull

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  1. Hey guys, finally had some time to work on GCaps. I have done a graphical revamp, added AI, added a cool new game mode called "Score & Destroy" and much more is coming! Also, if you like it join our discord!!!
  2. Hey, thanks for trying out! It's kinda hard to find a match right now because people aren't playing it, you can try it out with 2 sessions though. Yeah that's a false negative, it's just an import which isn't used anymore, will make sure to make it go away. Thanks for the feedback.
  3. Hey everyone, I am just launching my first title made with BabylonJS and I wanted to get a feedback from you. The game is called GCaps Arena ( Galactic Caps Arena ) and is a caps soccer game in 3D. The player wins if he/she scores 3 goals. The game is thought to be only multiplayer and you can try it out here : http://gcapsarena.com/ 24 It is still a little bit rough around the edges but I am constantly improving it. It would be great if I had a feedback from you guys. Cheers!
  4. Hey Everyone, So I have a mesh which I use as ground, but since I need it exported from blender ( altogether with a navigation mesh ) I cant use the GroundMesh methods such as "getHeightAtCoordinates(x, z)". Right now I have implemented RayCasting for the task and is working quite good, however I need a more efficient way of doing it and since I am looking for one thought to ask here as well. If someone can point me to a direction how to approach this it would be amazing. Cheers!
  5. RNull

    Mesh.dispose problem

    Hello, So I have been getting my hands on Babylon 3.1.0 and I've noticed a weird bug, whenever calling mesh.dispose we get a null pointer exception related to the world matrix. I have been able to solve this by first freezing the world matrix and then calling dispose. I don't know whether the issue has been reported before or fixed just thought to notify you guys about it. Thanks,
  6. I agree there is a debate whether the character controllers should be rigid body or kinematic body. What you have done here is the kinematic body approach and sincerely I do think that kinematic is better than rigid for the purpuse . However, if someone integrates a physics engine like Oimo or Cannon into BJS ( and BJS makes it easy as hell to do so ), would your controller work and interact with other physic bodies ? I would probably look at this as a next evolution step for your controller. I am thinking of this as something which hopefully later can be shipped with BJS. To be able to do so, you need to make it compatible to the physic engines available.
  7. @satguru One question. Did you write this based on a physic engine? How easy would it be to integrate it to Cannon.js or Oimo.js ?
  8. @Deltakosh This would be a great addition for Babylon.js . I think it is quite well done not underestimating the fact that writing a good character controller is never easy. @satguru Great job!
  9. Yeah the main problem of the game is that you harly understand what is going on. Nevertheless, it is quite well done content wise, but is lacking alot in UX. I would describe it a mess.
  10. Hey @GBear , Looks amazing. I tried it in a very low specs pc and I was able to play it so kudos to you. Also it seems quite well done. I am curious, what is the market you are targeting and the number of users you have right now? How much time have you spent on this? Taking note that you have also developed the engine in-house. Is this a part time project for you or did you have prior investment?
  11. Hey @Wingnut and @Deltakosh Thanks for the answers, I was pretty much losing hope of an answer . I hadn't noticed the existence of panels in Babylon.GUI, this definitely makes sense. I will give it a try and ask questions here if I have any !!
  12. Hello guys, So I keep progressing with my game. I freezed the new features development until this week to consolidate networking ( which is the hardest part ), now that I feel I am in a good point I am continuing. I am about to implement the inventory system which is this weeks plan, however I believe I will have some difficulties with the GUI elements positioning. For the health bar and mana bar I have done a temporary positioning using margin and padding but definitely it doesn't feel as the correct solution. How would I approach adding and removing skills for example from the skill bar. It must be responsive, also I am using babylon gui library. Any thoughts would be highly appreciated, thanks! Best Regards, RelativeNull.
  13. Hey @Herbert , Can you try with max version ? It should give a better insight. I will however try it later and post here the results.
  14. Hey @santarcade , One note, probably you should mention that this addition is available only in the 3.1 alpha preview. People may be thinking that it is already available in the 3.0 stable version. Also, I saw that you set a default timestep value when one is not ommited through a physic engine. Probably in cases when we don't have a physic engine setup we might still want to change the value. It would make sense in my opinion to have a function say engine.setTimeStep(60.0 / 1000.0) .
  15. Because I believe is the future of gaming. You can have all platforms unified in one. If I want to export for desktop, electron comes to my rescue. If I need it as a mobile app Cordova is the way to go. In any case accessibility is very high and performance is getting better every day.