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Found 8 results

  1. Hey guys, I am glad to be a part of Game Dev community! I got some problems with finding a way to create bezier curve and align texture along it. Here is my code example https://www.pixiplayground.com/#/edit/95tGP9bRdtlv6Uvm0RaHx I need to create a cable and convert it so that the texture aligns with a curve Example code shows that path is just tiled, not aligned. How to get result like SimpleRope, but smooth like bezier curve?
  2. I was inspired by this topic to produce a bezier surface. The surface is not a mesh but a logical object that contains the data from which you can build the mesh using a ribbon. I restricted myself to a bicubic surface. Over the next weeks I will add some other methods and who know perhaps try to write a typescript version and PR it. This PG animates the surface by changing the control points, https://www.babylonjs-playground.com/#KT9EE7#1 In this PG you can move the control points (purple spheres) in the direction of the chosen axis. Click on a control to move the axes to that
  3. Hello everyone, I'd like to make drag n drop on meshes keeping the link between meshes, like in this example (https://www.babylonjs-playground.com/#17EGSU#8). I don't know how to set the position of curve ? -> Maybe, with https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh, and the example https://www.babylonjs-playground.com/#1UZIZC#6, but I don't understand why position table is so big, and to set from mesh position ? Thank you
  4. Hi All, I'm trying to figure out if there is any functionality in PIXI to find a point on a bezier curve. For example I want to take a spurious global point and find the closest point on a curve. Any help would be greatly appreciated.
  5. I am using this code: var sp = new phaser.Point(frmX, frmY + halfCupboardDepth + thickness), mp = new phaser.Point(frmX, frmY), ep = new phaser.Point(leftWallShiftX, frmY); frnConstr.Utility.drawBezierCurve(graphics, sp, mp, ep, 1, borderColor, 1); ep = new phaser.Point(frmX, frmX, frmY + halfCupboardDepth + thickness * 2); mp = new phaser.Point(frmX, frmY + thickness); ep = new phaser.Point(leftWallShiftX, frmY + thickness); frnConstr.Utility.drawBezierCurve(graphics, sp, mp, ep, 1, borderColor, 1); where: drawBezierCurve() is: drawBezierCurve: function (graphics, sp, mp,
  6. I'm creating a mask for my sprite using a Phaser.Graphics object - the mask is a collection of rectangles and circles, and it works fine. I then tried to add a filled bezier curve with the method bezierCurveTo(). If my graphics object is not set as a the mask, I can see the filled curve appear in my graphics. But when I use it as a mask for another sprite, the filled curve does not appear to be part of the shape With mask applied - no bezier curve is seen Plain graphics object, not used as a mask. The filled bezier curve is visible on the left. Is this just a rule that bezier curves
  7. Hi there, First of all, thanks for this framework. You did a very good job. I'm trying to move a sprite along a defined path. Between each of movement, I don't want a linear interpolation, but a Beizer one. I saw this topic : http://www.html5gamedevs.com/topic/6569-move-a-sprite-along-a-path/ But, there is really few documentation around this feature and values are cryptic. Can you explain more with the following example ? Or maybe an other one. this.game.add.tween(sprite).to({ y: [a, b, c, d], x: [w, x, y, z]}, 5000).interpolation(Phaser.Math.bezierInterpolation).start();
  8. CW-wgl2


    It would be nice to draw SVG paths with WebGL. example M16,1.667C8.084,1.667,1.667,8.084,1.667,16S8.084,30.333,16,30.333S30.333,23.916,30.333,16S23.916,1.667,16,1.667zM25.534,8.232c1.7,2.084,2.731,4.732,2.767,7.618c-3.232-0.656-6.14-0.783-8.777-0.38c-0.362-0.825-0.738-1.631-1.125-2.412C22.43,11.542,24.497,9.781,25.534,8.232zM23.955,6.624c-0.877,1.658-3.191,3.232-6.564,4.476c-1.533-2.86-3.115-5.299-4.388-7.033c0.96-0.241,1.964-0.37,2.997-0.37C19.031,3.696,21.809,4.8,23.955,6.624zM10.846,4.831c1.09,1.441,2.751,3.91,4.415,6.967c-3.687,1.073-8.032,1.677-11.282,1.585C4.806,9.581,7.395,6.431,10.8
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