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jahow last won the day on September 1 2019

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About jahow

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  • Birthday 01/01/1985

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  1. Hey einSelbst, Having worked both with BabylonJS and geo libs such as OpenLayers, I thought I'd drop by to help. What you describe is pretty much what Cesium does: https://www.cesium.com/open-source/ Unsurprisingly, rendering geographic data in multiple formats on a globe with varying LOD etc. is a complex task. Vector tiles for example is a format of data that holds much more than just geometry (it also describes all the geographic features inside of it) and requesting a webservice to stream down data at the appropriate LOD is also a complex task. Geo libs exist because of that
  2. Hey, Seriously guys, running BJS server side doesn't seem like a proper solution to me. To have decent multiplayer interactions you need to reduce your server code to the barest minimum and only do the precise computations you need. BJS is first and foremost a render engine, so running it on a server by skipping the webgl part seems odd. As stated above, there are libraries on npm that will do a very good job at physics and general math computations (ie vectors). Writing a multiplayer code requires changing the way we think about things. Basically: All the actual game logic run
  3. Sounds like you have your backface culling turned off for your transparent mesh!
  4. Hey, I'd say that for pure 2D rendering there'd be other engines that would do the job in a simpler way. Using BJS could be beneficial in the following cases: you plan on displaying 3D meshes along your 2D sprites (eg.: a very large character) you plan on using advanced shaders and postprocesses, for example some kind of blur or distortion you plan on implementing some sort of lighting system you just wanna be part of the cool kids Your choice
  5. A solution to this could be: first, render the scene using a special shader that will make the focused object completely white, and the rest of the scene completely black (this used to be called a stencil buffer but I'm not sure this has a meaning nowadays); store this in a frame buffer object then, render the scene again with the post process of your choice, and use the first frame buffer as an input; as you apply the post process, check for the provided frame buffer if its corresponding pixel is white or black: this will tell you if you're currently postprocessing your focused ob
  6. Hey @jodo, I think your question is interesting. Unity is already a very heavy engine and their apps ported to WebGL have all the reasons to be even heavier and bulkier. I think this is almost inevitable when you're "compiling" to javascript from an engine that is not engineered around web apps in the first place. Unity has a core software written in C++ and a system of scripting on top of it, with a serialization system that bridges the two. Try to imagine what it would take to transpose this system in JS... Either a complete rewrite of the C++ engine, or an awkward additional JS layer o
  7. Hey, The convolution & color correction postprocesses will be perfect for that: http://doc.babylonjs.com/tutorials/How_to_use_PostProcesses#builtin-postprocesses
  8. Hey and welcome, If the bright area is centered on the camera, then as chg said: fog + ambient lighting is definitely the way to go. If not, then I think your best bet is writing a custom ShaderMaterial, to which you'll pass the center coordinates of the bright area and then to a nice color fadeoff according to this. Try looking at the docs if you don't know where to start Good luck
  9. To have smoother transparency, set myTexture as the diffuseTexture and opacityTexture of your material. You're currently using 'alpha testing' transparency, which gives off jagged edges.
  10. Hey! Glad to see you made good use of the lens post process! well done and happy new year too
  11. Hey, Sincerely, good luck if you're going with pure WebGL. Just look at the math libraries of BJS and that will give you a slight idea of what you'll need to implement to handle your transformations. You'll also have to handle all the buffers yourself, write code to handle GL states switching and buffering, and everything related to shaders too. BJS does a very good job at hiding all that, but you should take a look at the StandardMaterial code and its associated shaders to have an idea of what it takes to render "simple" shaded geometry. Using a framework or not is always an option, for s
  12. For your example to be more realistic, you should disable back face culling: http://www.babylonjs-playground.com/#1WIGS8#7 This makes sense as both sides of the objects would retain a fraction of the light that goes through. That is assuming you want your objects to have a "tainted glass" sort of material, such as in the article you linked in the OP. Also, sorting has absolutely no influence in this scene as we're using the multiply blend mode. Let's call A the color of the background, B the color of the wide cylinder and C the color of the narrow one. We have A x B x C = A x C x B. Anyway,
  13. Hey NasimiAsl, Could you please explain a bit your method for achieving the blur effect ? It sure looks nice, even with a large blur radius!
  14. How about using the multiply blend mode? http://doc.babylonjs.com/tutorials/How_to_use_Blend_Modes Adding an additional rendering category for meshes would require some heavy modification of the BJS core. So, not really feasible in my opinion
  15. This is an absolutely awesome feature. Thanks a lot DK.
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