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Everything posted by QuintusHegie

  1. Hi @eps It's the Magnification option in Android that got activated when I repeatedly tapped the game screen for firing multiple bullets: https://support.google.com/accessibility/android/answer/6006949?hl=en Probably nothing to worry about as most users will leave the Magnification option off I suppose... QH
  2. I looked up the app in the Play store and found it under 'beta' versions. Jeey! Installed the Android app and it plays nicely. The theme for space invaders is very intuitive; the game objective doesn't need much explanation for this retro classic. But wait... BabylonJS on Android app store?!? This opens new perspectives for my own BabylonJs game :-) In the (?) help screen you maybe want to put the instructions on movement and firing. Some struggles: When I tap too frequently on the screen, my device gets into zoom mode and then I only see 1/4th of the screen (star f
  3. You can try setting the horizontalAlignment and/or verticalAlignment as well on the GUI controls. These provide constants for gui left/center/right alignment and top/middle/bottom GUI control alignment. A StackPanel would be a GUI control of choice for this, set as child on the Full-Screen GUI Texture. In my Model Train Simulation game I use it to position GUI elements in the same areas as you do on your screenshot (e.g. bottom-left for speed gauge, bottom-center for messages and bottom-right for a VR action button). Q
  4. Hi Guys and Gals, Last summer I went to the Technology & Innovation Lab at a well known IT consulting firm near railway station Utrecht Leidscherijn, The Netherlands (guess which one). Demo'd my game briefly there (in return for trying out their expensive VR headset in my game 😉 ). The game ran awfully slow without any optimization yet but that didn't spoil the fun. Recently HansR, from that company, wrote a very short article about my Model Train Simulator: http://hansrontheweb.blogspot.com/2018/10/babylonjs-applied-model-train-simulator.html And here you can read more
  5. Do you have any pointers or ideas on securely connecting Javascript to a PHP/MySQL backend? E.g. how do I know if my client player isn't submitting cheat high scores? And how to identify my client player (that set the high score) properly? E.g. using Facebook or LinkedIn or Google account?
  6. What type of crane(s) do you want to make in your game? What do they have to do? What is the aim of your game? etc. (Need a bit more info then just 'a crane game'.) Then I can look up some of my code and see what's useful. In my game there are different types of cranes that operate differently. Thanks. I'll use Mesh.setParent(obj). Didn't know about that. Until now I used mesh.parent = null... good to know there a proper function for it 🙂 Hehe. The more angry calls the better 😉 No blood in my game indeed but that doesn't mean there will be no action. In contrary! The
  7. How do I set the correct position and rotation when I unparent the lifted box from the crane hook? (mesh2.parent = null) If someone knows for rotationQuaternion as well, that would be even more great. :-) Would be useful to know for my Model Train Simulator game cranes: ^ a low-poly crane to lift goods from wagons
  8. If you have an array of Vector3 positions that define the road path center ("the line your car follows"), you can use ExtrudeShape to add road bed mesh to it. See the rollercoaster example from Jerome Bousquie: http://jerome.bousquie.fr/BJS/demos/rollercoaster.html The roller coaster frame is extruded on the path through the Vector3 positions that the car follows. I use this technique to create Railroad track for my train simulator 🙂
  9. Ah yes, wonderful. Much better than the full-screen motionblur! A blur setting of 1 seems enough to create the 'train in high motion' blur effect, when observing the train from a distance. Question: How can I remove the BABYLON.GUI, created with BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI, from the MotionBlurPostProcess? E.g. the train speed-o-meter, the upper-left mission objectives and the right menu-buttons show unwanted motion blur artifacts. The 2D GUI I want to remain unaffected by 3D postprocessing...
  10. Well, although I didn't arrive at a finished level, the retro competition still helped me make lots of progress and add new features to my work-in-progress game. You can play the uncompleted model train retro level (created for this challenge) here: https://quintushegie.com/gardentrains/#retrotrains2 This level (and all others) will become more exciting as my programming progress continues. Yesterday for example I added the shadows and improved lighting, which look nice. So my benefit of the challenge was that it helped me get excited about trying out new things and getting
  11. Received the book BabylonJs Essentials yesterday. Although some parts I already knew because I'm developing in BabylonJs already, no problem. There were still parts that I didn't know or didn't come about yet... so still useful. Plus the paperback book looks nice on my night cabinet. It's real 3D you know, real paper texture 🙂
  12. I use https://preview.babylonjs.com/babylon.js but I'm still developing so production and testing is the same for me. 🙂 When I would decide to make a copy of the test of my game for real production/go live, then I'll probably stick to the most recent version at that time (so the code doesn't break on later updates).
  13. FYI Playground http://www.babylonjs-playground.com/#7RH606 from https://doc.babylonjs.com/how_to/gui probably has same error. When you click the button it doesn't count (call the onPointerClickObservable).
  14. Busy during weekdays, but still making some progress though. Thanks for the hosting offer. Could use some math help more needed though. 🙂 To fix an annoying bug with the rail track layout, I'm trying to continue a Curve with a Path segment that needs to be connected *in reverse* and in 180 degrees rotation on the tangent line of the end point of the Path to connect to (e.g. "backward" instead of "forward"). Continuing tracks in forward direction with Path segments that start at Zero() no problemo, but the reverse math... aargh! How to compose the translation matrix to use on the Path
  15. Great start! Keep up the good work! When you change the collision of the slimey from box to circle, it'll probably navigate better around the wall corners. At least that is my experience with similar 2D maps where a player navigates through a maze.
  16. Still happily working on the western train town level I showed you earlier in this post: Created some new 3D models (large steam locomotive, western wagons, lumber & oil structures, goods, some scenery) Added support for bullets and arrows (sheriff/cowboy and indians carry weapons) and weapon aiming Applied the random tiled shader to the ground texture (see other post) Been playing with inputs for the FollowCamera (see other post), but have to learn TypeScript etc. first before I can proceed and commit Lots and lots of refactoring (for the good, luckily) - m
  17. I use Google Custom Search https://cse.google.com/cse/ on my site (free, with ads, data shared with Google of course). There's also Bing Custom Search, which looks free up to 1000 queries per month and shows love to Microsoft. And then there's a Search box on babylonjs.com as well, for which you can find the code on github I presume. 🙂
  18. Ok. Thanks for the kickstarter guide. This will take me some time for me to learn and get started with, but seems doable. Q
  19. I'll bet you'll start to love this camera when you play my game when the new camera controls are ready 😉 Anyway, ok, something like this? FollowCameraKeyboardMoveInput: I wrote an untested example code for the Keyboard Input: /** * Keyboard input to control the 'radius' (up/down), 'rotationOffset' (left/right) and 'heightOffset' parameters of FollowCamera. * @see http://www.html5gamedevs.com/topic/40164-missing-camerainputmanager-support-for-followcamera-camerainputs/ */ var FollowCameraKeyboardMoveInput = function () { /** * Defines the camera the input is attached
  20. The camera is apparently not following your space ship but the other way around. Have you looked into the mesh.lookAt() and scene.pickMesh() functions? You can look up the code behind it on GitHub. Instead of instantly looking your mesh (camera) at the target (pickedMesh.position), the transition is smoothed to a max delta angle per frame. If there's no mesh (e.g. enemy ship) under your cursor, no problemo. You can still transform the pointed pixel back to a Ray cast from the camera by transforming 2D point using Camera view matrix to world 3D. This is basic 3D math and Babyl
  21. Once the CameraInputsManager is there on the FollowCamera, this is my idea for the controls: What to control with input device camera.radius = desired distance to followed target camera.rotationOffset = desired rotation offset from axis of followed target (xz-plane / y-axis) in degrees camera.heightOffset = desired height offset from axis of followed target (xz-plane / y-axis) The FollowCamera's Up always remains Up with the world (avoids roller coaster looping sickness 😉 ). It's a Camera that moves through the world but tries to follow a target. A camera that fully aligns
  22. Sure, if a Pull Request is the way to go to add code looks fine to me. Need some help though, because this will be my first Pull Request ever. Q
  23. Hi guys and gals, I was reading the docs on Customizing Camera Inputs https://doc.babylonjs.com/how_to/customizing_camera_inputs and I want to customize the camera input for the FollowCamera. But it has no camera.inputs set at the moment when I look at the definition: https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/babylon.followCamera.ts While for example the FreeCamera has: https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/babylon.freeCamera.ts#L164 My question is: Can you set the camera.inputs to a new CameraInput
  24. I can understand the confusion between default settings (when creating StandardRenderingPipeline) and default settings (when not doing anything with StandardRenderingPipeline)🙂 I'm trying to recreate the default anti-alias settings of https://playground.babylonjs.com (and any other effects) when I apply a newly instanced and further unconfigured StandardRenderingPipeline to a camera. Apparantly tby the change in visually rendered image the settings for FxaaPostProcess in babylon.standardRenderingPipeline.ts line 545 (when enabling fxaa) differ from the above standard playgr
  25. Cool. What are the default settings when not using a new StandardRenderingPipeline? Where can I find them? If've now re-enabled Anti Aliassing on my own StandardRenderingPipeline for 1 camera but the default settings differ from all other camera's that I've created without attaching my own StandardRenderingPipeline. this.pipeline.fxaaEnabled = true; E.g. the anti-alias quality is way lower when setting a pipeline. Maybe not every effect should be turned off when creating a new StandardRenderingPipeline but only the extra effects that aren't used/set when one create
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