
Boz
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Boz reacted to a post in a topic: Eurofighter Typhoon simulated driving ,Under development
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Boz reacted to a post in a topic: Eurofighter Typhoon simulated driving ,Under development
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Boz reacted to a post in a topic: How big of a terrain to balance performance + appearance on low-end machines?
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Boz reacted to a post in a topic: Dynamic Terrain
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Boz reacted to a post in a topic: Web Game Editor (MMORPG Editor)
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Boz reacted to a post in a topic: BabylonCpp - A port of Babylon.js to C++
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Boz reacted to a post in a topic: Web Game Editor (MMORPG)
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Hey, The fact is I can't use the mouse during the character is moving.. I know about the pointerLock but it doesn't solve the problem. I looked into your code but don't understand if you prevent mouse action during key_pressed or something.. Could you help ?
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Hello @satguru, thanks for this great addition ! It really fits my needs, except one thing : I prefer to use the mouse to move left and right instead of A and D keys. But you disable the mouse from moving when the character is walking. Is there any solution to enable the mouse controls and character movement in the same time ? Thank you very much
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Boz reacted to a post in a topic: BabylonJS + Colyseus Multiplayer Boilerplate UPDATED
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Boz reacted to a post in a topic: Babylon.js v3.2 is out
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r3dwolf reacted to a post in a topic: Load meshes progressively
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JCPalmer reacted to a post in a topic: Load meshes progressively
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Don't you want to initialize foundDisabled to false ? Nice answer anyway
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JackFalcon reacted to a post in a topic: Particles circle effect
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-.-Benji-.- reacted to a post in a topic: Freecamera no Movement only rotation
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Dad72 reacted to a post in a topic: Particles circle effect
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Deltakosh reacted to a post in a topic: Particles circle effect
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JohnK reacted to a post in a topic: Particles circle effect
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I was looking for Wingnut solution's, and I like John's one Thanks both !
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Hello ! I started a question, but finally got the answer I can't delete this topic, so why not share it ? I created a ParticleSystem emitting particles along a circle, for a "tube" effect : http://www.babylonjs-playground.com/#U64HVU#1 This has been done by redefining the startPosition() function for manually positionning particles at launching. I had to add a variable to know the total number of emitted particles : just create a particleSystem.cpt var and increment it at the end of the function. Memorizing the total number of particles can help achieving nice effects wi
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You can create instances of your mesh : https://doc.babylonjs.com/tutorials/how_to_use_instances I made a playground for you : http://babylonjs-playground.com/#MVSEV
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Thank you for your answers, for now I was simply converting models in Blender, from .obj to .babylon. I will take a look at the scale when exporting But I was mainly talking about objects as basic shapes : if I have a scene which contains a map and elements as basic shapes, what is the best scale ? The bigger the map, the more expensive the computation ? I made a compromise between map size and height of objects to get a correct texture rendering from the character point of view. I will use LOD and optimization tools and make some tests, thanks !
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Hello there ! I was wondering if the 3D size of objects in the scene matters. Is it better to create a 500x500 ground with 2x2x2 cubes or a 2000x2000 ground with 8x8x8 cubes ? Is there any difference (computation time, stretch..)? I was using basic 1 diameter objects in all my game and the ratio looked good, but now I try to use Canvas2D and WorldSpaceCanvas2D is about 150x150, 33% of my map size ! I tried to resize but I got so many problems with text resizing.. So I decided to multiply every object size by 4 to get a correct ratio with the canvas2D, now it's good. (my map is
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I created an account but when I go to the 'Game' page I always get 'GameServer seems to be offline'.. I want to test it
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Hey, good to see some future multiplaying You can create your lobbies as an array of length 2 : lobby[0] is team 1, lobby[1] is team 2 (4 players in each array). // list of lobbies var lobbies = []; // new lobby var lobby = []; lobby[0] = []; lobby[1] = []; lobbies.push(lobby); // When a player comes, put it in the correct team lobby[0].push(id); // team 1 or lobby[1].push(id); // team 2 // When you're ready, search for another lobby to complete // iterate over lobbies and look free space in team 1 and 2 for(var i=0; i<lobbies.length; i++) { var lobby = lobbies[i]; // i
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Nice feature !! (what do you mean by adding blending?)
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Hey ! I've tested your code at https://www.loudened.com/terrain/ It runs at 35 fps on my computer with CPU i7-4720 The "freeze" could be a bit annoying when a new chunk loads, what do you think is the best compromise between chunk size and loading time ? Keep going, nice to see good news here !
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getHeightAtCoordinates return wrong value
Boz replied to _ElementoZerO_'s topic in Questions & Answers
Hey ! I don't know why but I got a problem with this same function.. Maybe a problem with v2.4 ? I go inside the babylonjs code but it should work. So I created my own function, which works well : var groundHeightAt = function(x, z) { // Create ray from position x,z at the maximum altitude and launch it vertically to hit the ground var maxHeight = // define your max height // mine is skybox.getBoundingInfo().boundingBox.maximum.y var ray = new BABYLON.Ray(new BABYLON.Vector3(x, maxHeight, z), // Origin new BABYLON.Vector3(0, -1, 0), // Direction -
Thanks Dal for this promising feature. Do not worry too much about performance, you already had a good idea which can be improved I wish I could help you but I don't have enough skill/time so far :X Good luck !
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Indeed, thanks a lot