Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


BitOfGold last won the day on November 7 2016

BitOfGold had the most liked content!

About BitOfGold

  • Rank
    Advanced Member
  • Birthday 11/27/1980

Contact Methods

  • Website URL
  • Twitter

Profile Information

  • Gender
  • Location

Recent Profile Visitors

4115 profile views
  1. This looks way better this way. Even with lower resolution.
  2. setTextureFromPostProcess gets the input texture of the post process, setTextureFromPostProcessOutput gets the result. but a Pass possprocess's output should be the same. I don't know why...
  3. @Rodrix3 Hi, yeah I'm the same guy here and on ShaderToy. Technically it's my shader but I also copy-pasted it from several other shaders (tried to give credit when I could as you can see it in the shader source). You are right, the licence is shadertoy's, I only require attributon/credit for myself and others before me, please use it any way you like it I planned to make this a replacement to BABYLON's sky material in the first place, so you are on the right track, only I had to abadon it because I had no time. Sorry I cannot promise anything now , but if i have the time I'll t
  4. @PhilT Thank you, this is cool! Good to see a base comparison between engines! I was searching for this for weeks. Now we have several comparisons, yours, @lo.th 's Labs... https://lo-th.github.io/Energy.lab/#basic http://lo-th.github.io/Ammo.lab/#basic Ammo's broadphase is very good when less objects are moving and more are static (jumps up to 60FPS when bricks stop moving) It is ideal for games, as this the frequent case with a few moving characters, objects, triggers and many static elements. A very good signal is that playcanvas uses Ammo now.
  5. 1. because the engine loop calls rendering on requestAnimationFrame, so it's synced to a 60Hz monitor. So its a good thing, the rendering is faster than needed. Try it on a slower machine or add some few hundred meshes and physics, you quickly run out of that idle time 2. This looks really fast to me, the graph is 0.7ms from left to right... at 60Hz you have 16.777ms for every frame, so it's nice. You will only now what to optimize when you got a really high load. I try to test everything on my 3yrs old PC with GTX970 and i7 4790K, and my 6yrs old PC with Radeon 7970 and Phenom II X6
  6. @AJTJ My insight is that this is a pretty hard theme, just dont give up Multiplayer can be the most challenging thing but it's really cool to see when something is starting to work! @Raggar This is a really cool example, seeing client side prediction (with stored inputs). I'm making a physics based multiplayer game too. It's a bit early so nothing to show yet. It is based on Colyseus, but a bit modified version of it - I have many objects in the world and one of the challenges is the spatial hashing of objects so i can find and only send the closest ones to the player. The ph
  7. @MackeyK24 I'm using Ammo through colyseus.js on the server side, and in a separate worker script with game logic in browser. It's really different from a BABYLON plugin so I think i cannot make a plugin from that. (It's mixed with game logic) Ammo is really fast with the WASM version of it, I really don't know Energy js is faster or slower. Most of my problems with Ammo/wasm is its really easy to make memory leaks and then it chrashes. Yes it's tedious to interface with Ammo/Bullet, but its several times faster than cannon.
  8. Just when I finished integrating Ammo.js into my project ... (crying inside)
  9. I don't know why but i like this scene... https://playground.babylonjs.com/#FUMYH5#6
  10. With SSAO 2 and defaultpipeline 's fxaa antialiasing it looks slightly better: https://playground.babylonjs.com/#FUMYH5#3 But, SSAO is one of the effects (like chromatic aberration or Depth of field) in my opinion, that you just can't 'enable' and you are OK, it has to have an artistic value, or a good setting that means something in that scene, like with a low poly setting it emulates a bit of global illumination (darker in cavities) or enhances cavity or details of vegetation. Most of the time it just makes things worse than before. (For me ) ssaoRatio is the size of the ef
  11. Yeah you can buy this monster, its 25% off now (And Its G G O O L L D D ) https://www.nvidia.com/en-us/data-center/dgx-systems/
  12. Yes, even cannon heightmap is too slow (for my game, 8 vehicles + many obstacles, powerups and bullets, on a 4-5 yo laptop it runs with 4fps, on my PC 60fps) I'm now working on Bullet physics on the server side (Node-js , with the wonderful colyseus library) My code is here but I can't get it to work. (It works better, fillse the holes and bumps, but I did not use the physics plugin, so this needs some rework) Maybe after some sleep... https://www.babylonjs-playground.com/#131CZC#37
  13. This loads my little racetrack. SPACE starts the heightfield debug (Take caution it can freeze the browser for a minute) https://www.babylonjs-playground.com/#131CZC#34 As you see from the image, the cannon heightfield is not usable, it has bumps and objects fall over.
  • Create New...