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Vousk-prod.

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  1. Haha
    Vousk-prod. reacted to Pryme8 in Legends of Babylon - Dev Log.   
    Awww damn you mean I lost my cover as a big mean monkey guy?
  2. Like
    Vousk-prod. reacted to Deltakosh in Legends of Babylon - Dev Log.   
    Woot man this is really cool! And as a bonus we saw your face
  3. Thanks
    Vousk-prod. reacted to rich in New forum   
    I'll provide a zip of all attachments when you request it, you can decide if you want to do anything with them or not after that.
  4. Like
    Vousk-prod. reacted to Deltakosh in New forum   
    @NasimiAsl it would be awesome if we can get the backup from Rich and reinject the data into a new read-only category I can create in the new forum (like archive) or on some website (not sure I want them in the new forum as they will not be related to any user and not flagged as answered)
    So if you can do that please do:)
  5. Haha
    Vousk-prod. got a reaction from Wingnut in New forum   
    What a pity, we'll switch forum just before the Guinness Book to state Wingnut Chronicles as the longest post ever made by the human race.
  6. Like
    Vousk-prod. reacted to Deltakosh in Inspector v2.0   
    Hey team!!!
    I'm so happy to start sharing what I was working on for some times:
    https://medium.com/@babylonjs/dev-log-creating-the-new-inspector-b15c50900205
    I hope you like it as much as I like working on it
    This is the repo issue associated with it: https://github.com/BabylonJS/Babylon.js/issues/5415
     
    I plan to merge it to master probably this Monday 

     
  7. Thanks
    Vousk-prod. got a reaction from dbawel in Support WebGL2 new texture types, formats and sized internal formats   
    Just to add my two cents.
    Sometimes keeping too much backward compatibility lead to awful paterns, ugly code and less and less optimised libs... I think we should avoid BJS to become an IE kind of mess 😋
    Breaking changes are not convenient for users, but this is exactly what SEMVER is for. 
    This is the price to pay to keep a strong tool over time. We sometimes have to dare to take some painful decisions to ensure powerfull and long life to the lib.
    Users can understand, accept and adapt. It is for their final good.
    "Simple, yet powerfull" does not mean "so simple you never have to adapt", it means "to use it you won't have to do lots of complicated coding weirdness". And "powerfull" means true direct power, not a degraded power due to twisted backward compatibility.
    My opinion 😉
     
  8. Like
    Vousk-prod. got a reaction from PeapBoy in Support WebGL2 new texture types, formats and sized internal formats   
    Just to add my two cents.
    Sometimes keeping too much backward compatibility lead to awful paterns, ugly code and less and less optimised libs... I think we should avoid BJS to become an IE kind of mess 😋
    Breaking changes are not convenient for users, but this is exactly what SEMVER is for. 
    This is the price to pay to keep a strong tool over time. We sometimes have to dare to take some painful decisions to ensure powerfull and long life to the lib.
    Users can understand, accept and adapt. It is for their final good.
    "Simple, yet powerfull" does not mean "so simple you never have to adapt", it means "to use it you won't have to do lots of complicated coding weirdness". And "powerfull" means true direct power, not a degraded power due to twisted backward compatibility.
    My opinion 😉
     
  9. Like
    Vousk-prod. reacted to Deltakosh in New Class API documentation   
    Hello team!
    I'm thrilled to announce that the new API doc is online. It is still beta so please report here any issue you may find.
    We moved to Typedoc to generate our doc in order to get:
    - Better readibility
    - Better Typescript support
    - More flexibility
    You can find it here: http://doc.babylonjs.com/api.html
    Have fun reading the doc

    PS: We are still looking for more volunteers to help writing API code comments
  10. Like
    Vousk-prod. reacted to RaananW in Html menu inside babylon.js   
    I think you are the best resource for playgrounds-that-should-be-listed-somewhere-but-aren't
  11. Thanks
    Vousk-prod. got a reaction from Boz in html+webgl   
    It works in Chrome but not in Firefox on my Windows 10
    EDIT : Only the latest link http://www.babylonjs-playground.com/#WADD47#1 doesn't work in Firefox, this one http://www.babylonjs-playground.com/#WADD47 works fine for instance.
  12. Like
    Vousk-prod. reacted to Deltakosh in Babylon.js 3.1 is moving to release candidate   
    This means that we are about to close it
    Release date is still on 12/13 unless funny bugs come to break our master plan
  13. Like
    Vousk-prod. reacted to RaananW in The new Babylon Viewer   
    Hi boys and girls,
    I don't know if you noticed, but the repository has a new directory called "Viewer" : https://github.com/BabylonJS/Babylon.js/tree/master/Viewer
    The viewer is a simple way of displaying a model without the need of JavaScript at all. It (obviously) uses babylon, and can be customized to your needs using HTML tags and HTML attributes.
    The only two important lines in your page would be:
    <babylon model="https://playground.babylonjs.com/scenes/Rabbit.babylon"></babylon> <script src="https://viewer.babylonjs.com/viewer.min.js"></script> Which will result in this:
    https://viewer.babylonjs.com/basicexample
     You can read about how to use it and how to customize it here - http://doc.babylonjs.com/extensions/the_babylon_viewer
    It is currently in a very early stage. The (public) project can be found here - https://github.com/BabylonJS/Babylon.js/projects/6 , including future plans. 
    I am in the process of simplifying the development, build, and deploy process and it will soon be available on NPM as well, if anyone wishes to embed it using webpack/imports/require/whatever
  14. Like
    Vousk-prod. reacted to MackeyK24 in BabylonJS Toolkit: Space Shooter Demo   
    Check out my latest Space Shooter Demo
    Has html gui, multiple levels or waves, score count, hazard count, restart by keyboard or gamepad button and ENEMIES
    For Those who want take a look at the project details, all the code and assets... You gotta love the Unity Project Packaging.
    So here you go: Space Shooter Project Source
  15. Like
    Vousk-prod. reacted to satguru in BabylonJS at Siggraph 2017   
    FYI
    I was watching Siggraph 2017 sessions on YouTube and came across this nice talk on BabylonJS by Sebastien
     
     
     
  16. Like
    Vousk-prod. got a reaction from Wingnut in The Wingnut Chronicles   
    A better drummer can give you many good breaks, if you need some
    Always funny to put faces to forum peoples.
  17. Like
    Vousk-prod. reacted to RaananW in Importors with parents without compounds   
    Hi guys!
    Jus wanted to update regarding a new feature that was pushed today.
    Until today any mesh with a parent couldn't have its own physics impostor and was considered to be a part of a compound along with the parent. This behavior can now be controlled using a new flag in the impostor options (part of the constructor.
    The behavior can be best seen in this simple playground: https://playground.babylonjs.com/#PRHF00 . The right sphere is a simple mesh and has no impostor. the left sphere has its parent set to the right sphere, and the impostor is set with the ignoreParent flag. The right sphere's position is still updated when the parent mesh is moving, but it is also being controlled by the physics engine. Fun times!!
    Another flag that I added has the amazing long name disableBidirectionalTransformation (a boolean).
    This flag will disable the bidirection transofmration between the physics engine and babylon, meaning - changing the mesh's position in babylon will practically do nothing. The object will be controlled solely by the impostor. This is done to add a performance boost, as the transformation step is being skipped. 
    I am here for any questions! The playground is not fully updated, so this feature will be there pretty soon. Until then you can think what you can do with it
     
  18. Like
    Vousk-prod. reacted to jerome in SPS Solid Particle Pivot   
    Hi folks,
    Here's a new light feature in the SPS : Solid Particle Pivot
    It's just a Vector3 (defaut Zero) associated to each solid particle in the SPS. You can set a different value to translate the current particle from its initial local position, then the particle is still rotated around this original point but no longer set on it when rotated. This is the same notion than the Translation Matrix what you could use when defining a Pivot Matrix.
    Example : http://jerome.bousquie.fr/BJS/test/spsPivot.html
    4000 orbiting tetrahedrons around 4000 rotating boxes ... the whole system also rotating around Y, everything with no complex maths at all, just the usual .rotation properties
    PG and documentation coming soon ...
  19. Like
    Vousk-prod. reacted to RaananW in The Wingnut Chronicles   
    Well, I have to react to that, right?
    @Wingnut - nice research! Don't worry, you didn't cross any line, it's all online anyhow!
    Funny to find this picture, It is from 2004 I think. maybe 2005. Nice memories  . It was a Vans-sponsored poker tournament (hence the shoe. I didn't have any kids back then ), and I sat right next to Mr Paul Van Doren himself, which was nice. Next to me were also a few baseball and football players, but I have no idea who they really were. 
    And yes, I am also playing the guitar (trying not to sing thou), and have produced music until 2010 or so - Techno, Electro, Funk, Breakbeats, you name it. I had around 4 different artist-names, I let you do the research if you want to hear it  
    So, now you know that this post also made me smile! If I knew this picture bothers you so much I would have replaced it years ago! I tried using the poker picture as my thumbnail, but the image crop looks a bit odd...
  20. Haha
    Vousk-prod. reacted to Raggar in The Wingnut Chronicles   
    Does indeed.
  21. Like
    Vousk-prod. reacted to Wingnut in The Wingnut Chronicles   
    Dark theme working again, thx DK!
    On another subject... let's talk about one of my foremost BJS super-heroes, @RaananW.  He seems like a great guy... smart as they come, kind, helpful... one of the best BJS superstars I have never met.  Over a couple years time period,  I've occasionally "sniffed his armpits"... looking for pictures/info about him.  A few months after he joined, I gave him a little ribbing about his "forlorn" and humility-instilling eyes-down expression-less forum picture. 
    A handsome chap... with a kind look.  But I wanted to see his smile (just like I still want to see @ozRocker's smile).
    Anyway, I think I finally found a picture of a smiling Raanan...  [link].  Woah, even handsomer and kinder-looking!
    Then I found ANOTHER picture... of a really big Raanan smile:

    (Hide this one from his girlfriend, who is NOT the girl in the pic) 
    NOW we know what makes Raanan smile, eh?  Getting some tension relief from a pretty girl.
    What's going-on here, you ask?  Well, Raanan has just bet his daughter's tennis shoe... on a pair of tens.
       (yes, it IS the same "pair of tens" that are rubbing his shoulders) 
    What happens in Las Vegas... STAYS in Las Vegas, right?  (unless Wingnut is out to dig-up some dirt and smiles)  heh
    I think Raanan is a guitar player and singer, too (cool). I once found a picture of a hippy-like musician which I think was Raanan, but I could not verify that it was him.  I think he had girls hanging all over him in THAT picture, too. 
    We love you, Raanan!  (no, not in that way... in the other way)  Thanks for hanging-out with us, for being a great helper and problem solver, and for putting-up with my razzing.  Don't ever leave, okay?  Okay, good.
    NEXT... we're going after @adam and @fenomas and @Raggar.  We need to see THEIR smiles, too.  Hide the data, guys. Wingnut Claus is coming... to town. 
    ----------------------------------------------
    Back on subject... have we (got) a working PG search for 'advancedTexture', yet?  http://doc.babylonjs.com/playground?code=advancedTexture
    Nope.  Darn.  I think I broke that.  Sorry, team. 
    How are we going to find all of DK's cool Babylon GUI playgrounds... if we can't search for 'advancedTexture'?   
    @Jaskar and @Haylan and the team might already be working on it, though (IF indeed it IS some further problems... caused by my non-standard character usage in a playground, which I think it is so).
    No hurry, guys... I'm just (overly?) worried about it (mostly because I caused it).  I don't like breaking things, esp when it involves a currently SUPER-HOT topic like Babylon GUI.  You can freely delete https://www.babylonjs-playground.com/#11JINV#22 THRU #35.  (delete all PG's in that series > 22).  I have home copy of #35, safe.     In fact, you can delete entire #11JINV series... if needed.  (thx)
        Party on!
    PS:  Raanan... if I've crossed a bad line, PM me, I'll edit things, no problems. 
  22. Like
    Vousk-prod. reacted to Deltakosh in Animation change   
    Hey team!! as part of a change I need to do for animation, I introduced a new internal class named RuntimeAnimation.
    The rationale behind this class is to make a bit clearer how animations work.
    Animation (the class) is here to define an animation and its main goal is to store the keys and associated values (type, loop, easing)
    When you start an animation on a mesh by using scene.beginAnimation(mesh), all the animations stored on mesh.animations will be used to create an Animatable.
    Animatable is a store of a list of runtimeAnimation which will use the animation as source and which will be used to interpolate values.
     
    Before my change Animation class was used for both storing the data and running the actual interpolations which was misleading.
     
    I DON'T think that this will break any existing code. But If I'm wrong please report your findings here.
     
    (let me ping @Wingnut as I know he was playing a lot with animations)
  23. Thanks
    Vousk-prod. reacted to Deltakosh in New depth pre pass rendering   
    Hey team!! To help fighting alpha sorting issue, we've just introduced support for depth pre pass rendering.
    The overall idea is to render depth value first to fight against self mesh sorting issues.
    Here what it looks like when facing the issue: https://www.babylonjs-playground.com/#1PLV5Z#1
    And here is the fix with the pre pass rendering: https://www.babylonjs-playground.com/#1PLV5Z#16
     
    Documentation: http://doc.babylonjs.com/tutorials/transparency_and_how_meshes_are_rendered#depth-pre-pass-meshes 
  24. Like
    Vousk-prod. reacted to JCPalmer in Blow Me, Baby   
    I recently made a demo scene for the SIGGRAPH 2017 WebGL conference put on by Khronos in L.A. last week.  There were sections other than WebGL, like OpenCL, glTF, Vulkan as well.  I understand from Ken Russell that it was shown at the start.
    A little of a departure from the many test / QA, & development Tool scenes for QI that I have been doing.  I have 3 more of those close to done to close out 1.1 release.  Always go to do a "real" scene here and there.
  25. Like
    Vousk-prod. got a reaction from JackFalcon in The Wingnut Chronicles   
    And don't forget the real purpose of a rendering engine: doing evil tasks behind the scene, for the sake of the user. A process pushed GPU side is, for most users, a garanty that it is optimised and do not require too much hard work to be used. That's valuable. Of course, it also means more difficult to understand and adapt if needed, but it is specific cases, not usual usage.
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