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Tomm Huth

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Everything posted by Tomm Huth

  1. Is a ground impostor required in the scene to make updraft work? Also what could a ground impostor in the scene have to do with getting debug data for the helper? The docs mention nothing of this as far as I can tell. Also, the getData stil does not work even with your ground impostor: https://playground.babylonjs.com/indexStable.html#JTDQ4I#2
  2. I tried locally using updraft where it does work, however I cannot use getData, as cylinder is null, and the console logges out "Uncaught TypeError: Cannot read property 'dispose' of undefined"). When I try to recreate it in the playground, nothing works: see https://playground.babylonjs.com/indexStable.html#JTDQ4I Bug?
  3. Seems like there is a bug here with SceneLoader.LoadAssetContainerAsync The promise never resolves, but somehow the mesh is added to my scene (I haven't even passed thru my scene anywhere, so don't know how it knows that). It also complains alot about not finding the mtl file
  4. @trevordev ah looks like SceneLoader.LoadAssetContainerAsync does the trick but my mesh is still added to the scene, any ways of stopping that?
  5. You're example also uses a glb file type, is that interchangeable with obj? If not how do i convert it?
  6. @trevordev see my last edit. Babylon never hits my rock1.obj file at all, and fails with the following error "Unable to import meshes from ./: importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse" SyntaxError: Unexpected token < in JSON at position 0
  7. I'm trying to load a simple obj file exported from Blender, but I'm having a hard time and the docs aren't really helping. I've tried SceneLoader.ImportMesh(["rock1"], "./","rock1.obj", scene, function (meshes) { console.log(meshes) }); But what are the params supposed to be here? I have one single file named "rock1.obj" located at root "/". But then Babylonjs tries to get this: GET http://localhost:3000/rock1.obj.manifest?1540314526858 GET http://localhost:3000/rock1.mtl Even when SceneLoader.IsPluginForExtensionAvailable(".obj") re
  8. @Deltakosh If there is concern around playgrounds not working, then that seems to be very much already the case. If I find a playground at least a couple of years old, there's a 50-50 chance they break, and it happens very frequently. The playground desperately needs: - Defaulting to most recent stable version. - The option to set any previous stable version - Saving that chosen version along with the playground, so that in two years time it will still run, because its's not being auto upgraded.
  9. Is this the reason why there seems to be (more than a little) stuff that is marked as deprecated, but is not removed? It strikes me as less optimal to leave deprecated stuff in, even when releasing new major versions (which explicitly indicates possible breaking changes)? Isn't that going to bloat the framework and make the API more confusing, especially with changes that aren't too difficult to migrate? If people aren't willing to do the work needed to upgrade, they can easily just stick with the version they have until they can.
  10. @BitOfGold is there any other way of tweaking the performance of SSAO2? I've tried adjusting the params, but it doesn't really seem to affect performance much, while still giving me a considerably worse SSAO effect. Also does SSAO2 require Webgl2? At least my iPhone throws and refuses to run. I have a pretty low poly scene, and love the depth fake GI gives, even better than what actually shadows can do. I also tried SSAO(1), which does seem to perform well, but in now way gives a good enough effect (lots of artifacts, and either too strong an effect or not visible at all).
  11. @kcoley i actually managed to fix it by tweaking the iterations param of the cannonjs plugin, but it would be interesting to know why that seemingly solved it. thanks!
  12. i'm not really looking for terrain here, and am happy with simple boxes, but thanks the real issue here is figuring out why the sphere skips around
  13. check out the playground i posted, it does recreate the problem.
  14. auto generating seems to work fine, but rather the physics stuff seems to be wonky.
  15. @kcoley I've played around with this some more and decided on another approach: the player moves and the world is still, with physics back. seems to work good except for some occational jerky motion of the moving player (just a simple sphere). The player (sphere) has a linearVelocity set to z = 4. You can also see this in this super basic playground: http://www.babylonjs-playground.com/indexStable.html#VU94KB#1 Be patient tho. it does not appear immediately, but you should notice the sphere quicky skipping back and forth eventually. Try restarting the playground or let it run in the backg
  16. I'm playing around with an infinite scroller game idea (think Temple Run) on the basis that the player stands still, and the terrain moves towards the camera, giving the illusion of forward motion. I added some simple random box meshes on top of the path that the user needs to navigate around (game over otherwise), and some gaps in the ground that the player can fall thru (game over). Since i need collision detection and basic player gravity I set up using CannonJS. That seems to work OK: the player would fall through the gaps, but for some reason the hit detection for the obstacles would bug
  17. If I do light.setShadowProjectionMatrix(camera._projectionMatrix.clone()) I get: app.js:12432 Uncaught TypeError: Cannot read property 'length' of undefined at i../node_modules/babylonjs/babylon.js.i._setDefaultAutoExtendShadowProjectionMatrix (app.js:12432) at i../node_modules/babylonjs/babylon.js.i._setDefaultShadowProjectionMatrix (app.js:12432) at i../node_modules/babylonjs/babylon.js.i.setShadowProjectionMatrix (app.js:12432) But I have absolutely no idea what I'm doing. Haha.
  18. @Deltakosh I'm having the same problem, and also though solution #2 would be good. But I have no idea how to calculate that. Any ideas on specifically how to do that?
  19. thanks man! didnt know it had to come as a parameter!
  20. Also notice how the sphere seems to jump up, before falling down, even though its placed above the plane
  21. It seems that the scene sticks to a "normal" earth like gravity, no matter what scene.gravity is set as. see http://www.babylonjs-playground.com/indexstable#L4VIKM I thought you were free to set this to whatever you wanted, like Vector3.Zero()? Or am I missing something?
  22. I'm trying to, but its not obvious to me what to do. I'm trying this if (particle.age < particle.lifeTime * .35) { particle.color.a = particle.age / (particle.lifeTime * .35) } if (particle.age > particle.lifeTime * .7) { let x = (particle.age - particle.lifeTime * .7) / particle.lifeTime * .3 particle.color.a = 1 - x console.log(x) } but it does not work, but i cannot find how the math is wrong. Fade in works, but fade out does not. Is this a case of to many decimals?
  23. thats static particles, and not really what my playground does tho. Copying the updateFunction does not seem to make a difference either, in fact it messes up the fading out of the particles (they fade out, then in, and then just disappear). https://www.babylonjs-playground.com/#WJBZQH#1
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