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jerome last won the day on October 26 2018
jerome had the most liked content!
About jerome
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Rank
Advanced Member
- Birthday 03/17/1970
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Website URL
http://jerome.bousquie.fr/BJS/demos/
Profile Information
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Gender
Male
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Location
France / Rodez
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OFA168SingaporeCasino started following jerome
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vtange reacted to a post in a topic: AmmoJS support
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Jon DevoS reacted to a post in a topic: UV values and solid particles.
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pichou reacted to a post in a topic: Speeding up evaluateActiveMeshes
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Waaaooowww thank you so much @rich I just thought it wasn't simply possible to get the DB dump and I didn't dare to disturb you for this... there are so many users in this forum, I imagine that you can't answer everything.
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That's very kind of you. But I think we have to think about a way to download everything. Fortunately (and because we decided early to migrate) there"s no hurry for now, we can think, study, test some ways to get the archive. We don't have access to the DB, it's a fact. But it's not a new one, it's something that we've ever been facing to. We were depending on another community's tool and on a service that doesn't allow to get the data back. It's a long time known issue. We can, from now, start to think how to get everything back whatever the way. No need for hurry.
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jerome reacted to a post in a topic: The Wingnut Chronicles
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I agree : the current backup is really a problem we should take care of
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I personaly would prefer to remain. But I already know that the Phaser community's decision will force us to move in some near future. So it's probably better to take in hands our own future from now.
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I agree : whatever the mean, it would be more than great to dump, download or save all the existing stuff... because it's quite sure this will disapear for some reason once noone will post, animate or answer any longer I also have tons of explanations that I would like to save.
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Please read this : http://www.html5gamedevs.com/forum/33-phaser-3/ and this : https://phaser.discourse.group/t/welcome-to-the-new-phaser-forum/15 Rich is the owner of the current forum hosting, the BJS forum is simply a share in this hosting. The Phaser community will leave to Disclosure within weeks or months and the current Phaser forum will slowly die...in terms of community activity. It will still exist for archive/history reasons. Then Rich will have no more reason to maintain, animate (nor pay) for HGdev hosting, no more reason than archive/history necessity. I
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kcoley reacted to a post in a topic: Timing animation to music
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In this old demo, the particles are emited according to some theshold on some bass frequency in my memory : http://jerome.bousquie.fr/BJS/demos/spssound.html
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jerome reacted to a post in a topic: "Offerlings" our Gamejam entry for Ludum Dare 43
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Wingnut reacted to a post in a topic: mesh wireframe color problem
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it's not black ... just added another point light at the cam position : https://playground.babylonjs.com/#HHV38I#3 same double-sided as suggested by Wingy : https://playground.babylonjs.com/#HHV38I#4
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jerome reacted to a post in a topic: mesh wireframe color problem
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jerome reacted to a post in a topic: AmmoJS support
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jerome reacted to a post in a topic: Scissor Rects
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RyanONeill1970 reacted to a post in a topic: Solid Particle System rollover on particle event
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solved Scaling a Solid Particle System mesh in one go
jerome replied to RyanONeill1970's topic in Questions & Answers
you can also set simply the particles invisible : particle.isVisible = false -
RyanONeill1970 reacted to a post in a topic: Scaling a Solid Particle System mesh in one go
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solved Scaling a Solid Particle System mesh in one go
jerome replied to RyanONeill1970's topic in Questions & Answers
sps.mesh.scaling = someVector3 is the right way to go in your example, it seems also that mouseWheelDeterminant is always undefined https://www.babylonjs-playground.com/#ML2LR9#5 -
thanks, fixed... no idea why, then
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yourTexture.hasAlpha = true;
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solved Solid Particle System UVs: particle[p].setVerticesData( )
jerome replied to Nodragem's topic in Questions & Answers
I don't think so because it's just some JS that is generated finally. This will rather impact the RAM consumption. But ... as people can manage dozen thousands particles in their SPS, I wouldn't add a default property that could never be used because people don't need it. I'm not a TypeScript expert, but I think there must be a way to re-open a class in order to add a property as JS allows it with prototypes (never forget that the final code is simply JS. Maybe some TS experts here could answer better than me. Anyway, the notation with SolidParticle.prototype.property should sti