Jump to content

Search the Community

Showing results for tags '2.5'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 3 results

  1. Hi all, I just find that EdgesRendering in the latest 3.0-beta is different from 2.5. see pg http://playground.babylonjs.com/#TM2NLD v2.5 http://playground.babylonjs.com/index2_5.html#TM2NLD Especially on my android phone. 2.5 lines are very clear, while 3.0 looks bad. but i want to use new gui which is only support for 3.0 ,do you guys konw how to show clear edgelines in 3.0? or please correct this pg http://www.babylonjs-playground.com/index2_5.html#1KYG17#1 so that i can use for 2.5
  2. Hi guys, I'm not sure that is a bug, but I don't know where I can ask it, on github I did not find the section with issues, sorry In previously version of the babylon, it seems it was version 2.5 - alpha, I used function beginAnimation and parameter OnAnimEnd. I have an animation of the fire from gun (30 frames). Always when I run the animation of the fire, I passed a parameter OnAnimEnd = function() { console.log("anim end") }, then I very fast clicked the button for the fire and all parameters functions OnAnimEnd called at different times one by one as it should be. But in new version of babylon - 2.5. I don't changed my code, just updated version of babylon. All functions OnAnimEnd calls at the same time. If I click fire and animation started, then I do not wait for anomation end and clicked fire again and immediately I get console.log("anim end") twice, and after that second animation of fire yet playing and when this animation will end, function OnAnimEnd already been in past. I hope my English not very difficult to anderstand
  3. MarvinB


    Hi everyone! So I am running into a little problem and I was searching through several posts without any luck. I used Phaser 2.3 for the game I have been working on for a couple of months now and recently switched to 2.5. The Zoom functionality I was/am using, broke as a result of my update. I have been using valueerrors' zoom code (as a reference http://www.html5gamedevs.com/topic/10701-camera-zoom-to-mouse-pointer/#comment-63013) And it works greatly with Phaser 2.3, but unfortunately breaks using 2.5 I made a fiddler adopting his code and added some debugging logs trying to figure out why it breaks. https://jsfiddle.net/61sv9ymL/2/ I hope somebody knows what is going on or can push me into the right direction. One weird thing I noticed is that after zooming and trying to move around, it snaps back to to the top left position, unless you wait till the Focus value 'stabilized'. I looked at the Phaser example for zooming and also I found this code http://jsfiddle.net/cvcqutgf/ But I really liked the zooming functionality I had been using, that's why I am rather looking for a fix. If valueerror is reading this, thank you for sharing your beautiful code!
  • Create New...