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joshcamas last won the day on November 16 2016

joshcamas had the most liked content!

About joshcamas

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    Advanced Member
  • Birthday 08/06/1997

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    Seattle, Washington
  • Interests
    Game Design (Duh)

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  1. Hello friends When attaching to a mesh, babylon's GUI scale and ratio is dependent on the mesh's ratio. This is fine, unless you have a dynamic GUI in which you don't know the exact ratio of the GUI you'll be building. This causes issues: https://www.babylonjs-playground.com/#0U0RKU#2 My idea is to dynamically scale the mesh after the GUI is finished - by defining either the width or the height of the mesh, and then calculate the corresponding height or width depending on the GUI's aspect ratio. Problem is, I can't seem to find this aspect ratio. I've tried grabbing the dimen
  2. Interesting, I'll look into this. Thank you
  3. Hello friends I can't seem to get labels working in 3D GUI. I can get them attached to a button, but I don't need a button xD I need a label Is there a way to get a 3d button with just the "content" feature, with no actual button graphic / interaction? Thanks! Josh
  4. Alrighty, I believe I found the bug In gearVRController.ts, the button map is: private readonly _buttonIndexToObservableNameMap = [ 'onTrackpadChangedObservable', // Trackpad 'onTriggerStateChangedObservable' // Trigger ]; However, the observable "onTrackpadChangedObservable" doesn't exist, it should be "onPadStateChangedObservable". Changing the mapping to this seems to fix the issue
  5. Hello friends For some reason, I cannot for the life of me figure out how to get the "pad button" detection for my GearVR. I've tried onPadStateChangedObservable, onSecondaryButtonStateChangedObservable, and onMainButtonStateChangedObservable. None of these seem to ever trigger It's strange since onTriggerStateChangedObservable works for me - the trigger button does its thing Is this a bug? Or am I crazy? XD Josh
  6. I managed to get it working, without really realizing what I was doing wrong. Well, I guess if it works now I shouldn't worry about it :^) But yeah I'm not using image data, I'm building the data during runtime. (And didn't want to convert to an image, since there really isn't a reason to do that)
  7. Hello friends I am visiting Babylon once again for a lil bit, and have an issue. Seems like no matter what I do, the function VertexData.CreateGroundFromHeightMap always returns an empty vertex data. The documentation is sort of unclear of what the buffer input is supposed to be - it says " buffer the array holding the image color data ", which sounds like it could be an array of rgba's, (sort of like canvas image data), but it also could mean rgb... but honestly both of those sound very strange, since a heightmap is greyscale, so it would make sense if it was simply an array of he
  8. Yup, this is exactly what you need to do! Interestingly enough, this is how most engines do it, such as Unity and UE4. This was what I wanted to do years ago with my editor, but back then we didn't have that nice terrainMaterial, so beautiful <3
  9. I don't remember having a gif avatar, sadly
  10. Sorry about the super late reply! I'm afraid I have moved on from the HTML5 scene for now, I may return. I'm currently working on a big project with Unity. I can release the source files, if you want to see how it works, it's actually quite simple
  11. Awesome! I'm so excited to get into this! With cardboard, you can scan a code to load headset parameters... My headset isn't aligned with the default babylon/webvr settings, are there variables I can change on my own? It'd be really cool if there was a database, and we could implement a camera taking a picture of it, scanning the qr code, accessing the database, and setting the webvr settings... but for now I just wanna hardcode in those settings
  12. Hey guys, I'm looking for a downloadable vr example... no 2D gui, nothing like that.... all I want is a flat plane. I'm having trouble finding anything like this, it's sad cause all I can find is three.js examples I don't wanna use three.js Anything like this out there? Also, does webvr in babylon support webvr-polyfill?
  13. LOL well luckily this physics engine is going to be very simple. Think AABB based intersections and simple calculations. So rotation is not going to be a thing, nor friction, nor ramps, for now at least. For now I'm thinking just using 50%, then maybe adding mass proportion later. Thanks guys :))
  14. I'm currently working on my AABB collision system, and I've gotten dynamic-static collision working, aka a character on a wall for example Basically by comparing the overlap of two bounding boxes and pushing the dynamic one away... But how should I do dynamic-dynamic? Should I basically run the thing twice, but move each one a percentage depending on mass? Aka if both weigh the same then move the same distance apart, or if one's heavier then move it less? Should I compare just mass, or velocity, or... Here's what I've done so far:
  15. This is brilliant! I hope someone can come up with a non-minecraft clone of a voxel game... the voxel system seems so cool but it feels like no matter what you do with it it looks like a minecraft clone
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