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About jasonmcleod

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  1. I am in the same boat. I have things working, but I feel like i am attaching stuff to angular/phaser contexts in a really confusing way.. May have the same issues with any other js framework. Did you end up getting anything running?
  2. Need to read over what exactly is going on in this function when I have a few minutes (we are moving, during a hurricane at the moment) I did drop it into my code base, but didnt see any noticable performance gain In my implementation, I'm planning to generate 200-300 rows. As the player falls between the blocks it lags really badly as it tries to figure out collisions I guess. I may try a heightMap approach next and see if thats any more performant. Thanks for the reply @JohnK
  3. Before I set off to try to build this.. is there anything built in, or 3rd party that can combine these cubes like MergeMeshs would, but actually remove duplicate vertices? I'm sure I'm using all the wrong terminology.. so here is a playground, and a photoshop mock up of what I'm after http://www.babylonjs-playground.com/#1WKAC2 Thanks!
  4. I noticed this also, forgot to come back and mention. But I solved for it by checking txaxis.x being negative. Thanks for the update, I'll try with both versions to see what difference it makes.
  5. Thats it! Where is the "buy this man a beer" button? Can't thank you enough @adam
  6. Actually http://www.babylonjs-playground.com/#1RWE59#61 does show the same twisting, its just much less noticeable. Added a 3rd sphere, and an OFFSET variable to make it more obvious when they are further apart: http://www.babylonjs-playground.com/#1RWE59#62 Still working through it obviously, but wanted to post the update that while the levelBox function certainly helps - there is still a slight twist.
  7. Dang, @adam coming through again! http://www.babylonjs-playground.com/#1RWE59#61 has exactly what I'm after. Seeing some twisting in my implementation, depending on where I place them, probably related to the world position. I was heading down the path of adjusting rotation.y, but missed the swap of width and depth. I was hard coding the rotation.y and trying multiple values to see how it would affect it.. Your levelBox function is obviously much more appropriate Good news is that this still works well with physics. @Pryme8 I've learned so much from this forum, and I'm focusing on Vectors now. Thanks for everything guys
  8. Created a playground with the issue I'm working through now: http://www.babylonjs-playground.com/#1RWE59#60
  9. So close! Just need to "twist" them to be "flat". - not sure how to describe flat, but hopefully this picture will help
  10. Oh right! The object takes width,height, depth! Thanks adam!
  11. Hey guys, I found this playground which draws a cylinder between 2 points: http://www.babylonjs-playground.com/#1RWE59#12 I'm hoping someone can shed light on how to do this same trick with a rectangle. This is the closest I've been able to come http://www.babylonjs-playground.com/#1RWE59#57 Thanks in advance!
  12. Thanks deltakosh, first pass at that threw some errors. I'll continue to mess around and update this thread. Really appreciate the response
  13. Are there additional steps to support physics after a mesh update? Using the same PG, I enabled physics but the ball still rolls over as if its flat.. thoughts? http://www.babylonjs-playground.com/#NTUKO#6
  14. This is fantastic! I literally jumped into 3D about a week ago.. And I've learned so much from these forums it's insane! Any chance anyone can shed light on how to apply proper physics to an IcoSphere? I have it running now as a true sphere.. but I'd like it to sort of bump along all these faces when forces are applied. Hope I don't get slapped for resurrecting an old thread
  15. Hey guys, Sorry for reviving an on thread, but google lead me here while searching for "Phaser pixel resolution". Unless I missed something.. it's important to note that this only works with Phasers Phaser.CANVAS renderer Phaser.WEBGL would just render a blank canvas :/