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About binarez

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  1. A 3d reference grid using BABYLON.MeshBuilder.CreateLineSystem
  2. Hi all, BabylonJS is great. I have a question, maybe someone here can help : Is it possible with the current API (BJ2.5 ou 3) to write directly to the ArrayBuffer used to upload data to the video card? In my program, I would like to generate and update a dynamic mesh and I need it to happen as fast as possible (no freezing, eventually might have to be done in a web worker). In fact, quite often actually, I need to update muliple meshes at once within a frame. I'm worried about the overhead of updating a JS array that, I'm guessing, is copied into an ArrayBuffer to feed to webgl. Can I bypass the JS data format? I would like to "lock" the buffer and write to it. Am I overworrying? I think not.
  3. I took the time to work with your engine and I must say I like it. Great stuff. The inspector is awesome. Thanks.
  4. Part of the confusion was that the answers were including what the browsers are doing to support WebGL (see my edit above). I was imagining that you guys were starting up some ActiveX component to do DirectX or something like that and that for other platforms you were converting to regular webgl. edit: is -> was
  5. I'm not sure why I'm coming thru as confused. I'm a professional graphics programmer so maybe it's the way I'm writing. It seems like you are transpiling and converting, instead it goes the other way around that I imagined, from WebGL to DirectX. Why are you using DirectX in MS browsers and Windows platform (Chrome)? Does Edge/IE not support WebGL? Is it for perf gains? I'm just trying to understand why the choices you made were made. Edit: when you say "we" do you mean "we Microsoft" or "we BJS"? I'm interested in what BJS does, not what Edge/IE or what Google does to support WebGL on Windows. Thanks.
  6. Hi, I could answer this question by reading babylonJS code so pardon me for my lazyness. I would rather ask here because it looks like some of the devs of BabylonJS sometimes come here and I'm short on time. Is BabylonJS written to use WebGL natively or is it using some library to convert DirectX calls to WebGL (Angle or Anglers?? I read that somewhere I can't find)? Is that behavior different depending on the browser it runs in? (MS Edge vs others) If there's some converting going on, do we have a measurement of the overhead cost (flippin' matrices, normals, transpiling shaders, etc). On the plus side... if it is using DirectX somehow, does it mean I can use DDS on all browsers? Thanks! BabylonJS looks great, I'm still trying to figure out if I should go lower-level WebGL-only Three.JS or use a higher-level "game engine" like BabylonJS.
  7. I went and did some digging : So elapsed seems to be the difference between last frame's milliseconds timestamp vs this frame's... exactly what I need. Extra references:
  8. Ok, I guess no one else is using game.time.elapsed? What are you using to get time per frame? I'm looking to get a value in milliseconds (number) so I can pass that to update my entities. Thanks for any info!
  9. I am using version 1.1.5 right now.
  10. Hi, I'm using game.time.elapsed to update my game entities. They are expecting frame delta time in milliseconds (ms). It seems to work. On all platforms, will elapsed be in milliseconds? Am I using game.time.elapsed correctly? Thanks for the awesome engine.
  11. In case anyone else wonders:
  12. Hi, I have a question about my Typescript Visual Studio project. Why does it generate a DLL file in the bin folder?
  13. Hi, I read the online help about apps on facebook. There seems to be a lot of stuff about selling virtual items and such for your game. However, I did not find any example on selling LEVEL PACKS on facebook. Does anyone have experience with this? Precisely, I'm wondering where I would "save" the downloaded packs... localStorage? I'm working on an HTML5 game which I'm planning to deploy on Android and iOS but I figured I might as well make a Facebook version. However, I'm not interested in making the game available for free, I want to sell level packs, like on Android and iOS. Any experience or feedback appreciated! thanks, binarez
  14. Hi, I'm new here... just found the forum! I'm doing indie HTML5 canvas game programming... coming from a profesionnal C++ game programming job a couple years ago. I could use webgl if I had to (pixi.js or manual). While I'm working on my Javascript code, I keep an eye out for a solution allowing me to package my HTML5 app in a mobile app "container" so I can sell it on the app stores (iOS and Android, ideally Windows Store too). I read tons of stuff... CocoonJS (I don`t like the idea of being dependent on them), phonegap (heard it's slow), So my question: did anyone try the Qt HTML5 container? I did a small test on PC and I was able to draw to the canvas. The problem I can see is that it's embedding Webkit so the resulting binary is probably going to be quite large (too large for mobile?). I heard Qt ran on iOS adn Android. Is that a good path to follow? Any advice? Just trying to get a discussion rolling on using Qt as a container. I haven't read all the threads on this forum about packaging an app for mobile but I searched for Qt and didn't find anything. Thanks!