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Found 25 results

  1. I have recently run into a problem with the physics joints in Babylon. I add a distance joint between two impostors in my scene, but after some time, I would like to remove that joint. Currently on the docs, there is no reference to a removeJoint function, and after looking into some of Babylon's source code, I found the function link: https://github.com/BabylonJS/Babylon.js/blob/master/src/Physics/babylon.physicsEngine.ts However, the function appears as if it is not complete, and I am unsure of the proper way to access it. Is there a way to properly remove a physics joint?
  2. Probably some easy question... but I've been struggling too long with the math. Does anybody know how to compute the Linear Velocity (world space) of a Circus Cannon Ball based on the Cannon Tube mesh orientation? In this case I use positive Y axis of cannon tube as 'forward', but in general I use the local Z axis as forward (to adhere to the definitions of BABYLON.Vector3.Forward() etc.). Once I know how to dynamically compute the (normalized) direction of the tube, I can then scale this vector with the cannon's shooting power (e.g. longer fire button press results in farther s
  3. Hi again. I make model as simple as possible. Just Basic Sphere and box colliders. I export it with ToB Exporter to get ModelFinish_Base.js. I include this in playground. I created complete playground. I include playground in attached .zip file. Because I can not save playground! Download attached file unzip and copy text from BabylonJS_ToB_Physics_Collision_Problem_Playground.js and paste it in playground and run it. I would like to know why .physicsImpostor doesn't work? Can anybody debug this and find a problem? Is there problem with babylonjs plugin, cannon or T
  4. @RaananW Hi all, I have some simple playground. I would like to try set up purple Bridge and red Hinge, like physics hinge joint. I create this little scene with blender and export it with exporter 5.0.5. Here is a playground (in comment there is also .blender and .babylon file) http://www.babylonjs-playground.com/#MBFUI#22 Can anybody explain me how to set things right. Origion/Position of Hinge (cilinder) is in center of object HInge. Origin/Position of Bridge is in center of the bottom face of Bridge. I would like that Bridge should be vertical above Hinge.
  5. Does Debug/Inspector has opstion to show colliders in scene? Is there any plan to add this options to see how meshe's colliders are aligned? Or is there any javascript function which can enable or allow this capability? Greetings Ian
  6. Hello, As some of you may know, we have been forced to introduce a breaking change in the way to use the physics engines starting with v2.4. We try as much as possible to avoid breaking but sometimes it can help introducing a much better way to achieve something. This is the case for physics as now, the physics impostor and its associated mesh are better linked. To better understand why, extract from the doc: "The physics impostor synchronizes the physics engine's body and the connected object with each frame. That means that changing the object's position or rotation in Babylon code will
  7. Hi all After I parent a mesh with impostor to a camera, and assign position to it relative to Camera, X & Z axis locations work correctly, but not Y-axis location. The mesh jumps up and actually the jumping depends on the value of the Y component the Cannon engine is initialized. Checkout http://playground.babylonjs.com/#1VNAYW#84
  8. I have recently started on a Babylon project, and I have been wanting to create a capsule physics impostor for my game. I found a test demo for Oimo.js that basically achieves what I want: compound test (capsule). There are two problems: 1. due to some shortcomings in Oimo, I have had to switch to Cannon.js. 2. the demo uses Three.js and I'm sure how to exactly translate that into Babylon. I basically want to be able to combine two sphere impostors with a cylinder impostor. I'm not sure what is the best method for this, there are only a few examples that I have found, and I have
  9. Hello, can anyone tell me if the current implementation of the Physics engines (oimo, cannon) support Web Worker or its a single thread implementation ?
  10. Hi, Thought I'd pop this in here as it's my first post but it might require moving to bugs. I'm trying to toggle physics on and off for certain meshes, I've knocked together this simple demo which basically works: http://www.babylonjs-playground.com/#YLJVQ#2 On run the 10 planes drop on to the box, bounce around a bit then settle. All good. If you then click the scene it should go in to a physics paused state and the 10 planes reset themselves above the plane. Cannon is throwing an error here and so the 2nd to 10th plane slowly start sinking down. Error stems from line 68.
  11. If we have vertical bar and horizontal bar on top of vertical bar. and if we set joint like horizontalBar should rotate around Y (in blender around Z). If I push horizontalBar, two edges of horizontalBar is rotatin around Y but edges of horizontalBar are also swinging up and down (Z). When horizontal bar is rotationg edges are changing Y a little bit. Edges doesn't always have Y=3 like mainAxis have it. Can I lock hinge so that edges of horizontalBar will not swinging up and down and it will always rotate with same Y=3. Or I push too hard horizontalBar? Or is there any ot
  12. How can we use cannon's native API with babylon?. Are/Is there any example(s)? How cen we set up sphere and plane/box? (any simple example?) Must we always set physics Impostor/Collider on mesh which has checkCollisions = true ?
  13. I use babylon.2.4.0-alpha with cannon version 0.6.2 (for physics and SphereImpostor I need cannon because it implements mesh impostor. I have ball and set it this values playBall.setPhysicsState( { impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 1, restitution: 0 } ); Can anybody tell me if there are problems with mass and restitution, because if I change value there is no diffrenece ! If I use oimo physics then there is difference if I change mass and restitution, but I need mesh impostor for maze. So I can use oimo. Can anybody the
  14. Hello I am trying to develop a FPS using BabylonJS and CannonJS in TypeScript. My first problem was what type of Impostor to use as the player, end up using a Cylinder with a FixedRotation = true. Now I place the camera on top off the Cylinder on every frame, and apply Impulses to the Cylinder based on keyboard input, and camera target. The algorithm that I came up is the flowing (hero = Cylinder): scene.registerBeforeRender(function () { //Your code here //Step camera.position.x = hero.position.x; camera.position.y = hero.position.y + 1.0;
  15. Hello I have submit a question in the Questions & Answers sections: But I my problem is not in decode but in the BABYLON.JS Resume: The control works but the problem is that the camera/hero doesn't go straight forward all the time. Example if at start I point at the Box at the top left if and only press 'W' it goes straight to the Box, but if I for example go straight 'W' for 1-5 seconds and then point at the Box and press 'W' the camera/hero doesn't go straight to the BOX, it goes sides ways. Can anyone please check this out ?
  16. Hello, I'm currently working on physics right now and can't get the camera to be a physic-based-object. How can I handle collisions between player and a scene without using the default camera.ellipsoid or enabling for each mesh the mesh.checkCollissions property? I'd like to have a basic impostor on my camera with player model (Cylinder, capsule or even box). Maybe someone can rewrite this http://playground.babylonjs.com/#NVWUF#1 by using a physics plugin 100% It would be so great if this works in the end. Thanks for every answer, Simon
  17. 1.) physics Ok I have some showcase . Just a maze mesh and sphere. I use cannon physics. The ball is not beave as in version 2.4.0-alpha. For me as I tested and check my code is 2.4.0-alpha the most stable. what happend chanded with 2.4.0 and 2.5-alpha. In this two versions when ball initialized and fall down to road it strange deduct far away from road. Strange is because boath have restitution 0. But physics behave like restitution is a some "big" value. ( This below code works perfectly in version 2.4.0-alpha ) playBall.physicsImpostor = new BABYLON.PhysicsImpostor(pla
  18. Update - the game is now available on Google Play as a native app: https://play.google.com/store/apps/details?id=com.afgt.naval The link http://www.askforgametask.com/mobile/games/naval/ Description Naval Battle is an HTML5 arcade game in which your mission is to destroy a fleet of enemy cargo ships before they deliver ammunition and provisions to the enemy troops. You are the commander of the VIC Victory, a fast light tank used by the Mobile Costal Artillery in defending a country against sea attacks. Your tank is armed with a limitless supply of anti-ship shells, bu
  19. Hi Everyone! Just wanted to post my first Phaser game, Cannon Duckies: Play Here: http://nathanmoeller.com/cannon_duckies2/ Google Play: https://play.google.com/store/apps/details?id=com.com.nathanmoeller&hl=en
  20. Hello guys, at first: Wow, what a helpful community, I have learned a lot by reading here and using your samples on the playground - thanks! Now, here is my problem: I want to show the oscillations of a stacker crane with the cannon-plugin, because I need the spring-constraints to simulate the stiffness of the crane. Because there is no slider-constraint, I am using a workaround with the createCompoundImpostor to "bind" the load handling device to the crane. But I don't really know how to use this function correctly. I've only found one example, which works, yes, but the declara
  21. I use babylon.2.4.0-alpha with cannon version 0.6.2 (for physics and SphereImpostor I need cannon because it implements mesh impostor. I have ball and set it this values playBall.setPhysicsState( { impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 1, restitution: 0 } ); Can anybody tell me if there are problems with mass and restitution, because if I change value there is no diffrenece ! If I use oimo physics then there is difference if I change mass and restitution, but I need mesh impostor for maze. So I can use oimo. Can anybody the
  22. Hey you guys, I recently made a little clone/remake of "Paratrooper" to get into Phaser. The game is far from perfect, and the performance isn't great as I probably use a lot of "bad practice"-code. But I'd be really happy if you could try it out and maybe even answer the questionnaire. It's also meant as a study about game-balance and game-motivation. You can play the game at http://freakoutmedia.de/flakthat_en Greetings and thank you, Max Here are some screenshots:
  23. Hey guys! I'm trying to make some advanced physics in my babylon project. To be more concrete: There is a brick wall and a cannon in front of it. Cannon makes a shot and when the shell collides with wall I want to shatter them. So, for the wall I have two options: Voronoi FractureBreak the wall into bricksAssume I will use second one. According to forums I should break wall mesh into group of bricks with joints and remove some of them if the force is too strong. And this is where the question appears: what is the best option to deal with it? Should I expand oimo/cannon plugin to have mor
  24. Hey guys ! I really wanted to try to use Oimo.js with Babylon, so I made a quick test here : http://pixelcodr.com/oimo/index.html (Maybe for a new tutorial, who knows ? ) The thing is: it works reaaally well ! In my scene, I create 1000 spheres, and no problem at all. You can compare with cannon.js here : http://pixelcodr.com/oimo/index_cannon.html With cannonjs, i can see a lot of sphere are going through the ground, and the fps is not very high. I may work on the plugin creation if you are interested. Cheers !
  25. Hi everyone, First of all, i want to say thanks to the creator of this wonderful forum, a place where we game developers around the world, have a place to share and learn. -------------------------------------------------------------------------------- Now, i want to present you my latest, but first game creation: Rush The Top PLAY IT The game consists of making use of a cannon to launch a monkey into the space, get coins to buy upgrades and abilities to reach the top in the lowest amount of time possible. Although i have not tested it with iOS and other devices (i don't have them), y
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