QuintusHegie

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  1. Like
    QuintusHegie reacted to ozRocker in Dynamic bodyshape demo   
    I've been experimenting with a tool for shoppers so they can create their bodyshape in realtime and see which clothes fit them (whether that's a viable platform or not depends on the what the shoppers think)
    Here is the LIVE demo: https://punkoffice.com/bodyshape
    There was a bit of stuffing around to make this work.  I had to separate the body-parts into polygroups.  To do this I needed to add code to the Blender exporter so it would export vertex groups.  Then I added code to the Babylon.js library to be able to parse the vertex groups from the exported JSON file.  I've got a base model and an overweight model and I'm basically morphing polygroups from base to overweight.  The girl was a housemate that I scanned but her bodyshape is a female from MakeHuman http://www.makehumancommunity.org/.  The overweight morph target was also made in MakeHuman.  I use Wrap from these guys https://www.russian3dscanner.com/ so I can change the topology of my scans to another topology (in this case, the MakeHuman avatar).
    This is all done via the CPU.  Maybe a better coder than me can get it working on the GPU.

  2. Like
    QuintusHegie reacted to JohnK in Wikipedia   
    https://en.m.wikipedia.org/wiki/BabylonJS
    EDIT 17 Nov 2018 On hold again as it was put on by a banned user.
    EDIt 1 Dec 2018 Back on line again - hope it holds this time
  3. Like
    QuintusHegie reacted to Raggar in Play same sound multiple times without additional webrequests?   
    I use the AssetsManager to load all my sounds, and put them into an array at predictable indexes. This way, I can clone the sounds and attach them to all players.
     
     
     
    /////Task var gunshotSound3 = assetsManager.addBinaryFileTask("soundTask3", "sounds/gs3.ogg"); /////onSuccess callback gunshotSound3.onSuccess = function (task){ var gs3 = new BABYLON.Sound("gunshotSound3", task.data, scene, null, { loop: false, autoplay: false, spatialSound: true }); sounds[2] = gs3; gs3.setVolume(0.6); } /////Player creation function player(gunIndex, ..., ..., ...){ ///gunIndex = 2; ... ...... ... ... this.gunSound = sounds[gunIndex].clone("gunSound"); this.gunSound.attachToMesh(this.mesh); } /////Gunshot sound needed player.gunSound.play(); /////New weapon etc. player.gunSound.dispose(); player.gunSound = null; player.gunSound = sounds[x].clone("gunSound");  
  4. Like
    QuintusHegie got a reaction from eps in BabylonJS Model Train Simulator - project   
    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 about the Wednesday Evening tech tryouts at that firm, for instance playing around with BabylonJS framework:
    http://hansrontheweb.blogspot.com/search/label/babylonjs
    Looks like a nice place to code collaboratively!
    So next time you feel lonely coding BabylonJS, cheer up... and call the innovation department of a major IT related company in your neighborhood.
    #happycoding
    Q
  5. Like
    QuintusHegie got a reaction from Wingnut in Crane Game   
    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 nice thing about virtual toys is that broken ones will be repaired again in a snap.
    I've recently learned the computer AI opponent to use the weaponry (cannons etc.) that you helped me with earlier, Wingnut.
    Q
  6. Like
    QuintusHegie got a reaction from jerome in BabylonJS Model Train Simulator - project   
    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 about the Wednesday Evening tech tryouts at that firm, for instance playing around with BabylonJS framework:
    http://hansrontheweb.blogspot.com/search/label/babylonjs
    Looks like a nice place to code collaboratively!
    So next time you feel lonely coding BabylonJS, cheer up... and call the innovation department of a major IT related company in your neighborhood.
    #happycoding
    Q
  7. Like
    QuintusHegie got a reaction from Sebavan in BabylonJS Model Train Simulator - project   
    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 about the Wednesday Evening tech tryouts at that firm, for instance playing around with BabylonJS framework:
    http://hansrontheweb.blogspot.com/search/label/babylonjs
    Looks like a nice place to code collaboratively!
    So next time you feel lonely coding BabylonJS, cheer up... and call the innovation department of a major IT related company in your neighborhood.
    #happycoding
    Q
  8. Like
    QuintusHegie got a reaction from Sebavan in Crane Game   
    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 nice thing about virtual toys is that broken ones will be repaired again in a snap.
    I've recently learned the computer AI opponent to use the weaponry (cannons etc.) that you helped me with earlier, Wingnut.
    Q
  9. Like
    QuintusHegie reacted to JohnK in Question about isVisible   
    You can use mesh.setEnabled(false) and  mesh.setEnabled(true)  instead of isVisible. The method setEnabled takes the mesh out of the rendering loop and so does not consume processing time. Whereas isVisible hides the mesh but keeps it in the rendering loop.
  10. Like
    QuintusHegie reacted to Newland in A battle chess or card game framework.   
    https://ljzc002.github.io/CardSimulate2/HTML/TEST4optimize.html
    I'm trying to make a battle chess game framework.By now,I have completed the following functions:
          Use wasd,Shift,space to fly around the scene.
          Press alt to display hand cards.
          Click to chose one card or use Shift/Ctrl to select multiple cards and use 1-5 to team them up.
          When close to a hand card,you can click the button '落子'(Drop the pawn),then the sight change to orange,click the chessboard with the orange sight,the hand card will became a chess pieces.
          Select a unit on chessboard will display the range of movement by blue masks and the skill table by a DOM node,then you can  move the unit by click the mask or click the DOM node to select a skill(up to now,only 'nattack' and 'test5' can work),click other grid or the unit itself will deselect the unit.
          Use skills to an target will trigger a series of animations,if the unit's hp falls below zero it will turn gray and go up to hand cards.
          After a round of action,you can click '下一回合'(Next round) button in the hand cards view,the unit on the chessboard will be waiting for move again. 
     
    I don't have much experience in making battle chess games.I am eager to get to get some suggestions on how to optimize the ui and the operation mode.
     
    Next,I plan to use some 3D model to represent units on the chessboard,add some sound effects into the scene,and try to make a websocket interconnection.
  11. Like
    QuintusHegie reacted to eps in [WIP] Space Invaders Cubed on Android   
    Oops, posted this in the general demos and projects forum..
    I've been developing this game over the past few months....  It's been Alpha tested and I think it is now ready for Beta testing...!
     
    Screenshot attached.
     
    Its been developed using Basic4Android, which creates the WebView for the game and the Menus.  The rest is HTML5, using BabylonJS and JS to create the gameplay mechanics.
     
     

  12. Like
    QuintusHegie reacted to FunFetched in Shell Shockers   
    Update: I'm using the full-on Babylon Null Engine on the server-side now to handle collision detection. The maps are divided into 3D grids, and every occupied cell contains a reference to an arrangement of one or more AABB or OBB bounding boxes for quick collision calculations, all loaded from a .babylon file exported from Blender. The game supports all sorts of map elements of all shapes now.
    Also, kudos to everyone who worked on Babylon v3.3. I'm making the transition now, and I'm seeing huge improvements in some key areas. A number of animation problems have disappeared. SPS mesh building is orders of magnitude faster than it was, which is great, because that's how I build the maps at run time. A number of other smaller items that I had clumsily patched up myself no longer need to be. Good stuff!
  13. Like
    QuintusHegie reacted to Luaacro in Screen fade/motion blur effect   
    Hey @QuintusHegie we added Motion Blur post-process which is now object based  https://doc.babylonjs.com/how_to/using_motionblurpostprocess
    Note: this will work only with WebGL2 or WebGL1 with multiple render targets extension available
  14. Like
    QuintusHegie got a reaction from Deltakosh in Friendly competition - Retro Remake Challenge!   
    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 things to work.
    Not so much that I was able to complete a whole new mini retro game... but that wasn't my goal anyways. 🙂
  15. Like
    QuintusHegie got a reaction from Pryme8 in Friendly competition - Retro Remake Challenge!   
    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 things to work.
    Not so much that I was able to complete a whole new mini retro game... but that wasn't my goal anyways. 🙂
  16. Like
    QuintusHegie got a reaction from Deltakosh in Screen fade/motion blur effect   
    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 🙂
  17. Like
    QuintusHegie got a reaction from Deltakosh in Quick poll   
    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).
  18. Like
    QuintusHegie reacted to renjianfeng in Eurofighter Typhoon simulated driving ,Under development   
    Hi, I just finished a vacation。
    The code is here, and you can preview it
    github address:https://github.com/renjianfeng/flightSimulator
    github.io:https://renjianfeng.github.io/flightSimulator/released/index.html
     
  19. Like
    QuintusHegie got a reaction from brianzinn in Friendly competition - Retro Remake Challenge!   
    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) - most stuff is configurable via a settings file now Some railroad track computations are still a mess though... if I don't get that fixed then the level won't be playable/winnable for users. 😕
    Q
  20. Like
    QuintusHegie got a reaction from Deltakosh in Missing CameraInputManager support for FollowCamera (camera.inputs)   
    Ok. Thanks for the kickstarter guide. This will take me some time for me to learn and get started with, but seems doable. Q
  21. Like
    QuintusHegie got a reaction from Pryme8 in Friendly competition - Retro Remake Challenge!   
    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) - most stuff is configurable via a settings file now Some railroad track computations are still a mess though... if I don't get that fixed then the level won't be playable/winnable for users. 😕
    Q
  22. Like
    QuintusHegie reacted to dbawel in I Love This Forum   
    Hey Devs and All,
    I'm just feeling a bit sentimental about how far this forum has come the past 4 years. @Deltakosh and @davrous  ( + others) have given us a creative outlet that has turned into a new frontier. I just wanted to say how much I appreciate that I am able to come to a place that provides me not only technical advice, but I've made many new friends as well. Much love to you all.
    DB
  23. Like
    QuintusHegie reacted to renjianfeng in Eurofighter Typhoon simulated driving ,Under development   
    Hello. I'm working on a fighter game, and while it's not finished yet, you can enjoy it ahead of time via video, which is open source, and I'll post its github address when I finish the first phase.
    //On October 8,
    github address:https://github.com/renjianfeng/flightSimulator
    github.io:https://renjianfeng.github.io/flightSimulator/released/index.html
     
    update:On October 21,
    new video:
     
     
  24. Thanks
    QuintusHegie reacted to NasimiAsl in Random Tiled   
    step 1. we need make new UV pattern 
    // setting 1 ( uv.x scale , uv.y scale , texture count +1 ) // max texture count for this sample is 9 vec3 r_w1i1 = vec3(0.033,0.033,10); // setting 2 (integer seed ,integer seed , float total seed ) // random setting vec3 r_w2i1 = vec3(10.,10., 113.321); // split main texture for calculate new UV float uxi1 = floor( (vDiffuseUV.x)/r_w1i1.x)*r_w1i1.x; float uyi1 = floor( vDiffuseUV.y/r_w1i1.y)*r_w1i1.y; // floor exact uv part to maked random if(r_w2i1.x != 0. && mod(uyi1 /r_w1i1.y,2.) > 0.) uxi1 = floor( (vDiffuseUV.x+r_w1i1.x*r_w2i1.x) /r_w1i1.x)*r_w1i1.x+r_w1i1.x*0.5 ; if(r_w2i1.y != 0. && mod(uxi1 /r_w1i1.x,2.) > 0.) uyi1 = floor( (vDiffuseUV.y+r_w1i1.y*r_w2i1.y) /r_w1i1.y)*r_w1i1.y+r_w1i1.y*0.5 ; // make random fron new uv parts float rd2i1 = sin(tan(uxi1*r_w2i1.x)+cos(uyi1*r_w2i1.y)*r_w2i1.z+uxi1*r_w2i1.x)*cos(sin(uxi1)*r_w2i1.y+uyi1*r_w2i1.z+sin(r_w2i1.x*tan(uyi1))); rd2i1 = (sin(tan(rd2i1*r_w2i1.z)+cos(uyi1*r_w2i1.x)*r_w2i1.y+uxi1*r_w2i1.x)*cos(sin(uxi1)*r_w2i1.z+uyi1*r_w2i1.x+sin(r_w2i1.z*tan(rd2i1)))) ; rd2i1 = (sin(tan(rd2i1*r_w2i1.z)+cos(uyi1*r_w2i1.x)*r_w2i1.y+uxi1*r_w2i1.x)*cos(sin(uxi1)*r_w2i1.z+uyi1*r_w2i1.x+sin(r_w2i1.z*tan(rd2i1)))) ; rd2i1 = floor(min(abs(sin(rd2i1)*r_w1i1.z),r_w1i1.z) )/r_w1i1.z; // calculate atlas uv pos for 3 x 3 atlas format float uv_wi1 = 1./3.; float uv_hi1 = 1./3.; float dxi1 = 0.;float dyi1 =0.; if(rd2i1*r_w1i1.z < 3.) { dxi1=rd2i1 ;} else if(rd2i1*r_w1i1.z < 6.) { dxi1 = (rd2i1*r_w1i1.z-3.)/r_w1i1.z; dyi1 = 1.; } else { dxi1 = (rd2i1*r_w1i1.z-6.)/r_w1i1.z; dyi1 =2.; } float uv_xi1 = min(1., dxi1)*r_w1i1.z*1. / 3. ; float uv_yi1 = 1.- dyi1*1. / 3. -uv_hi1; // claculate new UV vec2 newUv = vec2( mod( vDiffuseUV.x *(1./3.)/r_w1i1.x , uv_wi1 ) +uv_xi1 , mod(vDiffuseUV.y*(1./3.)/r_w1i1.x ,uv_hi1)+uv_yi1 ); https://www.babylonjs-playground.com/#FBNKRF#2

     
  25. Thanks
    QuintusHegie reacted to trevordev in Gizmo's and mesh dragging behaviors   
    Hey,
    Gizmo's (position, rotation, scale, bounding box) and Mesh behaviors (pointerDrag, sixDofDrag) have been added to the latest Babylon preview. 
    Gizmo docs
    Mesh behaviors docs
    GizmoManager playground
    GLTF bounding box playground
    Please let me know if you have any feedback. Thanks!
    2018-07-06_10-08-12.mp4 2018-07-06_10-11-54.mp4