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fateriddle

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  1. I tried @babylonjs/core 4.0.0 import { Scene, Engine, FreeCamera, Vector3, HemisphericLight, Mesh, } from '@babylonjs/core' ... It doesn't seem to do proper tree shaking as the build bundle still includes everything(tried webpack-bundle-analyzer), and the size is still 2.11m.
  2. Thank you, that's fantastic! Unfortunately I kinda need to reduce bundle size right now for a game to display in a week. Could you help with the question?
  3. So I followed https://doc.babylonjs.com/how_to/how_to_start and https://doc.babylonjs.com/how_to/workloads question 1. Basically I clone the project, cd into Gulp folder, then run 'npm install' & 'gulp --max-old-space-size=8192' I don't understand why because I haven't even try to customize yet. question2: Then I figured may be the file is built, just tests failed. So I changed currentConfig from "all" to "minimal", and run 'gulp --max-old-space-size=8192' again to build the supposedly minimal bundle similar error pops: ➜ Gulp git:(master) ✗ gulp --max-ol
  4. I got this error (see attach). Basically I clone the project, cd into Gulp folder, then run 'npm install' & 'gulp --max-old-space-size=8192' Everything seems fine, till the very end, I got this error. Haven't change anything, not trying to customize yet.
  5. 1. Since you can load meshes using ImportMeshAsync to return a promise, I wonder if it is possible to do the same for sound? I'm trying to do Promise.all([ loadAsset1, loadAsset2, loadSound, loadMusic ]).then( ... ) 2. Also It seems 360 photo dome and video also needs loading time, can you turn them into promise too?
  6. Is there any plan to extract a light weight core of babylon.js for mobile? Currently, I downloaded the babylon.js file from mdn and size is around 2.1 M. That's way too big for me to run some simple game on smart phone. Can we extract a lighter version that only contains the core functionalities? And maybe then add everything else back onto the core using plugins / npm packages? I build a game to play on phone, and share it (qr code) internally in our company, the performance is not impressive to say the least, and we are considering switching to something lighter right now.
  7. I didn't read the source, but the api documentation doesn't mention hasObserver at all, so I assumed it was a typo and reported it.
  8. https://doc.babylonjs.com/how_to/observables "hasObserver" should be "hasObservers"
  9. Using on phone, if need to leave chrome app then go back, what should I do to keep memory low? Like I don't think I can dispose everything one second, then when user comes back to web browser app, then I immediately create and import everything on the fly. What should I normally do?
  10. I have an idea of creating a transparent outside / hidden inside box on the right side of the wall, but is it possible?
  11. This is the PG, ball moving through a wall, I want to hide whatever part of the ball that's on the right side of the wall, so it feels like the ball is absorbed into the wall. Is this possible? https://www.babylonjs-playground.com/ts.html#JP05DS#1
  12. Wanna trigger animation when camera move to a certain spot, how? I wanna watch the position of camera every frame, once it gets to a certain point, an animation will trigger.
  13. This is a straight forward question, how do I get the transformNode under root mesh? The asset has a root mesh with id '__root__', putting it in sandbox, I see a transformNode 'node-0' under it, with 3 subMeshes under that transformNode 'node-0'. So I want to get that transformNode, how? ImportMesh will return all meshes, and I can get access to the root with const obj = newMeshes[0] How do I find that transformNode then?
  14. Thanks, I didn't notice the difference. Btw, the assets are all using a transformNode as the parent of all meshes (and it makes sense), if I createIntance of that node, it seems nothing will be copied. If I use .clone that node, things will be fine. But I have performance concern using clone instead of createInstance, should I be worried?
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