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Found 15 results

  1. Hi All, I have strange behaviour in NullEngine using setPivotPoint with CSG Same Code, different results? (Blue background in Playground, grey background NULL ENGINE) https://www.babylonjs-playground.com/#8PIKRZ @Deltakosh do you have any idea? Thank you in advance.
  2. Hi guys, I wanted to share with you a custom library I made, that was very helpful on my project. It implements the basic constructive operations on meshes, like union, intersection, subtraction etc. In 3 words, it's called "constructive solid geometry". The library is an adaptation from csg.js (http://evanw.github.com/csg.js) for BabylonJS meshes. You will find this lib useful if you meet the need to dynamically build your own geometry with basic primitives. For instance you can carve cylindric holes in bigger cylinders to create pipes (wink wink to all old-school Half-Life mappers down there ). Anyhow, you can find the repository over here : https://github.com/CraigFeldspar/BabylonCSG. I'm still testing it, so feel free to signal any bug you would find.. Cheers ! Feldspar.
  3. Hello guys. One simple question I'm trying to create a profile with holes. When this profile is composed from only one layer it works: http://playground.babylonjs.com/#52VGKP#2 But if it is composed by multiple layers it works too, but the hole is not complete, I cann't see through it: http://playground.babylonjs.com/#52VGKP#1 And I need this visual effect of layers. I mean, I cann't create by default a box whith layers dimensions and apply the csg on it.
  4. Dear friends I am pulling my hair out with a model imported from 3Ds max. When I use csg subtract the lighting on the new mesh looks different as if the vertices are in a different position to the original mesh. Or is it the normals. I have reproduced it here https://www.babylonjs-playground.com/#EFXZ8U The difference is a lot worse on the mesh I am working with. It is a lot darker after the operation. Any help? Thanks in advance
  5. Hi, Has there been any thought of replacing the BSP based CSG model with the much better one used by openjscad (which you can find here: https://github.com/Spiritdude/OpenJSCAD.org/blob/master/csg.js)? The advantages are that it runs faster (usually), uses less memory and creates meshes with many fewer unnecessary polygons. See this: http://www.babylonjs-playground.com/#5BFER#0 as an example of how many extrenious polygons are created with the current (bsp) method for just a simmple union of two spheres. Increase the res variable to see what happens as you increase the resolution of the spheres. Thanks, James
  6. I am trying to perform a Boolean subtraction operation on an imported Mesh (skull.babylon). I have downloaded the demo from Babylon CSG. Demo: http://www.babylonjs-playground.com/#NZPX4 The operation seems to work on native meshes, but not on imported meshes. Has anyone tried this before? I used the loader to bring in the mesh, and then tried to reference it in the subtraction operation. So far, no luck Thanks indexCSG.html
  7. Hi, I want to use one mesh several times, so I use instanced meshes of it. Now I want to 'cut' them (by applying a boolean operation 'subtract') in different ways. For that I am using CSG. Do I now have to use clones instead of instances?
  8. Hi there, Ive been picking up the babylon framework over the past couple of weeks but this one has really stumped me. All i'm trying to do is rotate the CSG's 45degs about the y axis. So the result looks like a 'X' rather than a '+' I can move one bar or the other into place but as soon as i apply a rotation to both they revert to the original 'plus' position. http://www.babylonjs-playground.com/#14TLJG#1 Im trying to rotate the CSG rather than the resulting mesh because I need the y axis to = 0 for the roll over effect. Any help would be really appreciated! Cheers, Jake.
  9. Why the light on the mesh changes when I just subtract one mesh from another? It doesn't looks right and I just can't understand it. Here's an example in the playground. http://www.babylonjs-playground.com/#Q1SRN#2 Any ideas?
  10. Working on the new multi-user challenge using Endel's template and thank you to Endel for helping me use it. To start with I built a single user project locally using Javascript and everything works well. On transferring the code to main.ts in client folder in the template I get the following error for line 94, other lines OK main.ts:94:15 Supplied parameters do not match any signature of call target. code is 92 var subCSG = baseCSG.subtract(drillsCSG); 93 94 holder[i] = subCSG.toMesh("holder" + i, new BABYLON.StandardMaterial("mat", scene), scene); so line 94 works OK in Javascript but not in Typescript - any idea why?
  11. There appear to be cases where CSG is working in Parent space instead of World space as (as I understand) it is supposed to. I've only noticed the issue once there are at least three nodes in the ancestry tree, but I'm not sure that has anything to do with the issue. I apologize ahead of time if I am just misunderstanding some aspect of what I'm doing in this example, but it sure doesn't seem like expected behavior. Please view the example here and see the comments at about line 45: http://www.babylonjs-playground.com/#18JSAT#0 Any help is greatly appreciated. Thanks.
  12. Hello, after using csg there are two edge lines that shouldn't be there I think. http://www.babylonjs-playground.com/#1MH4BF Can this be corrected somehow? Thanks!
  13. Hi guys, I'm having some problems when using CSG on Internet Explorer (I have tried with IE 11 but the problem might appear on other versions as well). I am trying to create a dice shape using the intersection of a sphere and a box but when I use the intersect method, Internet Explorer crashes with an "Out of stack space" error. The code I'm using is the following: http://babylonjs-playground.com/#L1YBN#1 Other browsers are working great. Could you please let me know if I'm doing anything wrong or what can I do to prevent this? Thanks alot in advance.
  14. Hey guys, I have a little problem and I don't know what to do to make it work. Maybe it's not possible, but that would suck since my whole idea for the monthly challenge is based on that So you see, it's kinda important First things first, the playground: http://www.babylonjs-playground.com/#4UXRQ What I want to do: I have a mesh that I created by merging several other meshes with the help of mesh.MergeMeshes (the middle layer in the playground). Now I want to cut this shape out of another mesh (lowest layer in the playground). The result I get is the top layer in the playground, but it's not what I expected it to be like. I assumed I would get a clear path cut out of the lowest layer mesh. I think the problem is the merging of the meshes. If I turn on the debug layer, with clickable labels and select the merged mesh I can see that it looks like there are still multiple meshes overlapping each other. So what am I doing wrong? Am I using the merge wrong? Is there a better way of merging the meshes so that I can get my expected result? I tired to skip the merging and carve each single block out of my lowest layer, but that seemed to have very poor performance (my browser crashed). I hope you guys can help me with that!
  15. I copied the CSG example from here: http://babylonhx.com/#demo_csg to the playground: http://www.babylonjs-playground.com/#TDUK0 CSG doesn't appear to be working with cylinders. Here I swapped the cylinder with a box: http://www.babylonjs-playground.com/#TDUK0#2 Here is a version with just the cylinder: http://www.babylonjs-playground.com/#TDUK0#1
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