d13

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  1. Thanks
    d13 got a reaction from abbas jafari in background downloader for pixi.js   
    There's an example here: https://github.com/kittykatattack/learningPixi#loading
  2. Like
    d13 got a reaction from ivan.popelyshev in pixi-spine: PIXI is not defined   
    Wow, thanks Ivan, using `require` worked! I would never have thought it!
  3. Like
    d13 got a reaction from ivan.popelyshev in pixi-spine: PIXI is not defined   
    Hi Everyone!
     
    I'm trying to install and use the pixi-spine plugin with es6 and webpack. The docs recommend importing it like this:
    import * as PIXI from "pixi.js";
    window.PIXI = PIXI;
    import "pixi-spine"
    But, I'm getting the error `PIXI is not defined`
    Any idea what I could be doing wrong?
     
    Thanks!
     
  4. Like
    d13 got a reaction from mobileben in Inconsistent availability of font for PIXI.Text   
    I don't know if Pixi's loader deals with this problem, but browsers will never actually load a font until they're requested to display it. In the past I've had to solve this problem by creating a hidden HTML element that uses the font, just so that the browser is prodded to load it. Here's code I've used in the past to fix this problem:
    https://github.com/kittykatattack/hexi/blob/862cb6f7773d80d7f67f7314855593f7f0e680bd/src/core.js#L415-L455
    I've done tons of research on this problem in the past and this was the best solution I could find ... but this was a few years ago - hopefully there's a better solution out there.. ?
  5. Like
    d13 got a reaction from ivan.popelyshev in Sprite texture from dynamically rendered SVG?   
    Nice, I didn't know that!
  6. Like
    d13 got a reaction from ivan.popelyshev in Bump.js collides with sprite way too soon   
    Have you tried the pixi plugin for Chrome? It will display the actual sprite bounding boxes for you.
    https://chrome.google.com/webstore/detail/pixijs-devtools/aamddddknhcagpehecnhphigffljadon?hl=en
    Bump.js is my project, so I'm to blame if there's a problem with it! 😀 But my guess is that the actual width and height of the sprite is bigger than you think it is because of child sprites increasing its size.
  7. Like
    d13 got a reaction from ivan.popelyshev in SpriteUtilities updated for Pixi 5   
    Oh, thanks!! I really need to update it for Pixi 5.
    Luckily I'm starting a lot of new Pixi work so should be quite active here again. 
  8. Like
    d13 got a reaction from ivan.popelyshev in SpriteUtilities updated for Pixi 5   
    Hi Everyone,
    Just letting you know I'm busy updating SpriteUtilities to Pixi v5:
    https://github.com/kittykatattack/spriteUtilities/tree/dev
    PRs and bug fixes welcome!
     
     

     
  9. Like
    d13 got a reaction from ivan.popelyshev in Updating Smoothie Game Loop for Pixi v5   
    Hi Everyone,
    Just letting you know I'm busy updating my old Pixi game loop, Smoothie, from Pixi v3 to v5:
    https://github.com/kittykatattack/smoothie/tree/dev
    I'd appreciate any contributions or improvements. 
    Feel free to PR minor tweaks, but for any feature changes or major refactoring let's discuss those in the Issues.
     
    Thanks!!!
    kk.
  10. Like
    d13 got a reaction from ivan.popelyshev in Loader in v5?   
    Hi Everyone!
    `const loader = PIXI.loader;` is giving me a deprecation warning, but `const loader = PIXI.loader.shared` is coming up `undefined`.
     
    Can anyone tell me where the loader is hiding in v5?
     
    Thanks!
  11. Like
    d13 got a reaction from distraub in Drawing an Arc on a Sphere from Point A to point B   
    @distraubThis is awesome!!
    The `projectLatLongToSphere` function was exactly what I needed for my current project.
  12. Like
    d13 got a reaction from ivan.popelyshev in [PIXI] Changing sprite textures   
    Hello!
     
    Could any experienced Pixi users out there please tell me if what I'm doing is really bad?
    I'm changing sprite textures using some code that looks a bit like this:
    var section = new PIXI.Rectangle( sourceX, sourceY, sprite._sourceWidth, sprite._sourceHeight);sprite.texture = new PIXI.Texture(sprite._baseTexture, section); `_baseTexture`, `_sourceWidth` and `_sourceHeight` are all what you think they are.
     
    Is this OK or am I entering some kind of garbage collection death-spiral that I don't know about?
    Is there a better way or more "best-practice" way to change sprite textures? 
     
    Also, I'm getting a slight flicker when the texture changes using the WebGL renderer. The canvas renderer is fine... I don't know if this is a Pixi bug or because I'm doing something really wrong?
     
     
     
     
     
  13. Like
    d13 got a reaction from Deltakosh in How to point particle system away from mesh?   
    @aWeirdo Awesome, that works!!
    I hadn't considered updating the direction... and normalizing it!
     
    I also got it working by using `halleysComet.lookAt(sun)` in the update function (`halleysComet` is the emitter), and by initializing the `cometTail` particle system with this direction:
    cometTail.direction1 = new BABYLON.Vector3(3, 2, 16); cometTail.direction2 = new BABYLON.Vector3(-3, -2, 16); Now it always points away from the sun.
    Thanks so much everyone!!!!
     

  14. Like
    d13 got a reaction from Deltakosh in Meshes visible to camera?   
    @Deltakosh Oh, that's awesome - I just tested it and it works perfectly!
    Thank you!!!
  15. Like
    d13 got a reaction from Gijs in Drawing an Arc on a Sphere from Point A to point B   
    @distraubThis is awesome!!
    The `projectLatLongToSphere` function was exactly what I needed for my current project.
  16. Like
    d13 got a reaction from Deltakosh in Improve lighting from point light?   
    @Pryme8Yes, thank you, you've been a great help!
  17. Thanks
    d13 got a reaction from Pryme8 in Improve lighting from point light?   
    @Pryme8Yes, thank you, you've been a great help!
  18. Like
    d13 got a reaction from Pryme8 in Improve lighting from point light?   
    Oh, It was the light.intensity! Setting it to 0.9 solved the problem!

  19. Like
    d13 reacted to Deltakosh in Improve lighting from point light?   
    Hello either you add them to a CORS compatible server (imgur is fine) or you drop them on github and use raw.cdngit.com to get a link to it
  20. Like
    d13 got a reaction from Gijs in Realistic 3D Star map   
    Here's a StackOverflow suggestion on how to do it - makes sense!
    https://stackoverflow.com/questions/47599242/extracting-x-y-z-values-from-a-csv-file
     
  21. Like
    d13 got a reaction from brianzinn in The rings of Saturn?   
    @brianzinn: That's exactly what I'm looking for. If it were higher resolution and open source it would be perfect.
  22. Like
    d13 got a reaction from BitOfGold in Calculating elliptical planet orbits   
    This is awesome, thanks so much for sharing it!!!
    I've just started using it and it's basically done all my work for me
    I've got the entire solar system working with accurate orbits, and I even used the radius values supplied by `planet-positions.js`
    My next step is scaling: I'm experimenting with ways of keeping the relative sizes of the planets accurate but aesthetically scaling the distances between them so that the entire solar system could be viewed as a whole from one camera.
    I would love to accurately space the planets, but the problem there is that the solar system is very, very big and very, very empty:
     
    Although, I might add a slider to let users set the scale to a realistic 1:1 if they want to. 
  23. Like
    d13 got a reaction from Arte in Calculating elliptical planet orbits   
    This is awesome, thanks so much for sharing it!!!
    I've just started using it and it's basically done all my work for me
    I've got the entire solar system working with accurate orbits, and I even used the radius values supplied by `planet-positions.js`
    My next step is scaling: I'm experimenting with ways of keeping the relative sizes of the planets accurate but aesthetically scaling the distances between them so that the entire solar system could be viewed as a whole from one camera.
    I would love to accurately space the planets, but the problem there is that the solar system is very, very big and very, very empty:
     
    Although, I might add a slider to let users set the scale to a realistic 1:1 if they want to. 
  24. Like
    d13 got a reaction from Wingnut in Calculating elliptical planet orbits   
    This is awesome, thanks so much for sharing it!!!
    I've just started using it and it's basically done all my work for me
    I've got the entire solar system working with accurate orbits, and I even used the radius values supplied by `planet-positions.js`
    My next step is scaling: I'm experimenting with ways of keeping the relative sizes of the planets accurate but aesthetically scaling the distances between them so that the entire solar system could be viewed as a whole from one camera.
    I would love to accurately space the planets, but the problem there is that the solar system is very, very big and very, very empty:
     
    Although, I might add a slider to let users set the scale to a realistic 1:1 if they want to. 
  25. Thanks
    d13 reacted to friz42 in Understanding physics in Babylonjs   
    Hi! If you haven't read this post:
     I would suggest you to read it.
    Or in few words I can retell you what I understood from it: Cannon.js is more realistic but far from perfect, Oimo.js is faster and better for big scenes with many interacting objects, Energy.js can be fast and realistic, but it is very raw right now. There are other engines as well and you can try them if you have a spirit of pioneer. (should this be added to "using_the_physics_engine" tutorial?)