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Found 25 results

  1. I'm researching about creating a visual " algebra geometry " desktop game-oriented app for students which the user can create 2D primitive shapes and parametric shape patterns with help of numeric-nodes. the similar application would be something like " grasshopper " plugin for " rhino 3d ". In parametric patterns user may create some thing around 1000 to 1500 user-defined shapes which each shape: - has its own animation for vertices, position, rotation - may response to mouse interactions - has its own color or texture and stroke - will be generated dynamically in runtime base on user
  2. I've created a BoxGeometry and assigned it to a Mesh, then when I click on the Mesh I would like to trigger an update of the geometry, for example change its "size" parameter. Is there a method I need to call on the Mesh to update it? I can see that the size property of the geometry gets updated, but the Mesh is still using the cached version. This is probably an easy thing to do, but I'm struggling a bit as I'm very new to Babylon. I've created a PG here: http://www.babylonjs-playground.com/#JTA9RH Any help would be much appreciated
  3. Hello, I'm using Phaser v3.11.0-beta1 (last commit) and I'm trying to use dynamic tilemap system. I don't know if this is the expected behavior, but I can't zoom in on the tilemap. Check this example from labs.phaser.io, when you add that to line 51 : this.cameras.main.setZoom(2); Zoom seems to be inverted, and when I do a setZoom(1/2) I get a strange result too. I also tried this other example, but nothing is displayed. Is that normal? I'm new to Phaser, so I'm still missing some things. Someone who understood how dynamic tilemap works could explain it here? Thanks.
  4. Is there a way to create a text object with physics on it, the same way I'm able to create an image object, like this: Phaser.Physics.Arcade.Image.call(this, scene, 0, 0, "my_image"); If there isn't a direct way of creating such thing, what would be a good alternative of having a dynamically generated text that acts like a game object with physics?
  5. Took me some time to understand the example with a blank tilemap. Maybe because it comes along with mouse input and extraction of tiles from a predefined source. So i thought i'll leave this here. assets/bg.png is an image with 32x32 pixels holding 4 different background sprites. Dynamic tile map created from an array (found in another example): var game = new Phaser.Game(1280, 1024, Phaser.AUTO, 'eAnt', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('background', __dirname+'/assets/bg.png'); } var cursors; var map; v
  6. Greetings, Quick question: How do I dynamically update the arguments of this loop from the update function to reflect the actual coordinates of the pointer? (This loop is found in the create() function) Game.mouseTimer = game.time.events.loop( 100, Client.sendMousePos, Client.class, game.input.mousePointer.x, game.input.mousePointer.y ); I have already attempted several techniques, such as including this code snippet in the update function; However, it throws an Uncaught TypeError: Cannot set property '0' of undefined error. Game.mouseTimer.args[0] = game.input.mousePoi
  7. Hi all, BabylonJS is great. I have a question, maybe someone here can help : Is it possible with the current API (BJ2.5 ou 3) to write directly to the ArrayBuffer used to upload data to the video card? In my program, I would like to generate and update a dynamic mesh and I need it to happen as fast as possible (no freezing, eventually might have to be done in a web worker). In fact, quite often actually, I need to update muliple meshes at once within a frame. I'm worried about the overhead of updating a JS array that, I'm guessing, is copied into an ArrayBuffer to feed to webgl. Can I byp
  8. Hi, I wonder what would be the most efficient (performance) strategy of dynamic drawing. I get every x timestep new coordinates from an external controller over the network where my "pencil" currently is. To simplify, it is like the mousepointer drawing something. When the mouse button is released, I have to store my line/circle/whatever to be able to change the position at any time: 1. draw form A 2. draw form B 3. move form A 4. draw form C ... In addition, there will be some pictures "flying" over the drawings. Pixi has some great features I want to use for
  9. Hello everyone, First of all, thanks for all the amazing contents I managed to find here. It really helped me to understand better how BJS works. Background : I am much more a back-end developer, so excuse me if I lack (too much) knowledge about front-end or 3D modeling. Anyway, I learned some Unity and Unreal by myself and built several Unity applications (no games, regular mobile apps, Augmented Reality apps, ...) so I understand a bit how 3D modeling works (textures, UV maps, normal maps, materials, baking, ...). I am thinking about using BJS, but can't set a tech s
  10. Are there any facilities to dynamically load javascript in babylon js... If not what it the recommended way to load javascript from a string? Is window.eval ok to use in a custom scene loader (like objFileLoader.ts)? If i use window.eval to dynamically load javascript, will it be acceptable code to submit to github project?
  11. This is more of a questions really. Searched a bit around the issues, change-log and this forum but couldn't find an answer for it. I'm loading bunch of scripts dynamically via game.load.script. As expected I can't put brekapoints and debug those scripts. I'm aware of sourceURL solution, but couldn't get it working. Is there any way to put breakpoints and debug dynamically loaded scripts? Any help or information would be appreciated.
  12. Hello, I was reading this post from @Wingnut and I'm surprised how easy it is to generate a mesh. I've enabled the colors in this playground: http://www.babylonjs-playground.com/#1UHFAP#60 This colors are per vertex and there is a color gradient across the face. Is it possible to set the face colors instead the per-vertex colors? Or is there a work around to achieve the same goal? Thank you very much for your time, Simon
  13. Hi everyone. I am currently at the beginning phases of creating the portion of my code that will update/create my map from an algorithm I will create later. For now I am randomizing it. I am using the csv option of tilemap but running into a problem I can't figure out and I have read everything I can to no avail. I have this in my preload(): game.load.image('worldMapTiles', '/public/assets/mapspritesheet.png'); function generateWorldTilemapCSV() { ** Random code here - save the space by leaving it out of post here is a copy and paste of its return from the console:
  14. Hi I have a bunch on atlas animations bound to a single sprite but the animations and frames vary in size(width and height). Is it possible to update the sprite dimensions in the update to get the details from teh JSON file and update the body accordingly? I would like to make this a generic function for all animations so that I dont have to set it myself. Any help would be great.
  15. Hello dear Forum, i have a Question regarding dynamic Asset Loading in Babylon.js. I was not able to find Information about this topic in the Documentation or the Forum (don´t slay me if I missed something ). So basically what I want to be able to achieve is: 1. User clicks a HTML-Button (for Example "Load Model") // Button should be outside of the Canvas if possible 2. Button calls Function with modelName as Parameter 3. Function checks if Model with modelName exists in some Kind of Library 4. If so, the Model gets Downloaded 5. Model gets rendered So,
  16. Hi All, I just found this framework babylon.js and see some example at babylon playground, i have been wondering is there some example how to insert new mesh at canvas with onclick button html ? what i mean is : when i click button, there will be new mesh (box) appear and it will always insert new mesh(box) every time i click the button thanks alot, wayan
  17. Hi, I need to generate a terrain mesh procedurally. I am currently doing it with lots of sprites stuck together in a line to generate the contour of the terrain. It works fairly well, but has a few quirks and seems to affect performance badly. What I was thinking of doing is generating the points in the preload function, then from that, draw a line to rendering the terrain, and then use the same points to generate the collision polygon. The issue I found is that the game.load.physics() function works with a url to a json object. Is there a way to pass it a json object that I created
  18. Hello all, I'm trying to make a "game" in which you drag sticks from a pool and you position them on the screen. (I'm basicaly creating a cuisenaire program). The sticks have to be restrained in the underneath tilemap and also cannot overlap with each other. Every stick has a sprite.input.enableDrag(); sprite.input.enableSnap(30, 30, true, true); So it can be draggable. Also, I whenever the user drags a stick from the pool, I clone a stick there so he can drag another one later on. How can I instruct phaser to watch for collisions between all sticks? If I put them on a group, I l
  19. I've recently found myself in a professional position where by the artist is sapping most of my time demanding changes to art work. This has to stop! So I've created a simple and easy way to render art dynamically including the ability to add new art with absolutely no requirements from the coder! I have no idea if this is of use to anybody, just throwing it out there The idea is, the artist or creative director, or anybody who wishes to tinkle with the game can drag and drop the images into your asset folder, than edit a couple of JSON files to add them to the game. So, to start with, we
  20. Hello Everybody, Is there a way to optimize textures similar to the level of detail feature does with meshes? I have scenes with about 100 textures and looking to make it load faster with lower resolution textures but switch to higher resolution textures as the camera gets closer to each object. any ideas?
  21. Hi! I want to transform sprite in the way like on attached pic (curved distortion from the top and bottom and then slightly skewing). I plan doing this dynamicaly, so parameters of the distortion should be chnaged in realtime. What is the best way of doing such transformations? I think, mesh should help or there is something more optimal?
  22. Hi, I want to show data on a mesh ( an histogram, one axis is data , other is time). I use a dynamic texture and the render loop to slide curent content by one column, then i create an array to stock my data then i rewrite the content of the array on the first line of my texture context. This is an exemple ( playground doesn't work) of the structure. This structure work but i don't thing i have to touch two time conText with the same function( cost FPS). I'm completly conscient that a better way exist like paste each pixel in image data, but before i need your suggestions. var dynText =
  23. Wanted to know if you can show the loading bar progress just like at the beginning with the dynamic loader?
  24. Hello. I have currently developing a tile-based puzzle game. I need to draw block/cell dynamically (the width/height and x/y count can change), What is the best way to achieve this? From what I have tried, rectangle class only used for debugging, and rendering debug.geom always draw it on top of everything. Another way I can imagine is creating a sprite for block, and draw it in loop, but I still don't know how to achieve this, since there doesnt seem any way to override rendering method of a sprite. Thanks.
  25. Hey everyone! Recently i have created an Random Dungeon Generator ( https://github.com/stefanweck/dungeongeneration ), and i'm porting it to a plugin for Phaser. The only problem i encounter is loading my custom map in the game! I've tryed preloading an "empty" ( just dummy data, 0's etc ) json file, setting that as my tilemap and change it. I've tryed creating an empty tilemap and fill it with my data. Even tried to generate my output the same as the example json tilemap files, but that's a big pile of work. Is there any solution for doing this? Is there an example where someone creates
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