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Found 11 results

  1. Hi, I am trying to load the Dude.babylon, set its position and enable physic engine in order to he collides with the ground. It is almost working : https://www.babylonjs-playground.com/index.html#YYQ1LC#35 I tried different way of loading and it change nothing. I have some problems : As soon as I add the physicImpostor, I have an error message in the console, even if the dude is loaded and displayed : BJS - [18:05:26]: Unable to import meshes from Scenes/Dude/Dude.babylon: Error in onSuccess callback As soon as I add the physicImpostor, positionning start to bug
  2. Hi All, Disclaimer: I'm very new to Babylon. I was playing around with this cloth tutorial, and I wanted to make the cloth land on some sort of ground object. So far, I haven't been able to find one that works. You can see in this playground how the cloth reacts to a box impostor, side-by-side with a sphere behaving normally. I have the restitution of everything set to 0. The sphere stops nicely but the cloth shoots off into the distance. I've also tried this with a ground impostor (sphere works fine, cloth doesn't interact with the ground), and a plane impostor (c
  3. if we set box1.physicsImpostor do we still have to set box1.checkCollisions = true; or can we remove box1.checkCollisions = true; from code? why we need .checkCollisions = true? Is not box1.physicsImpostor enought to do in code? Why/When we must do .checkCollisions = true for colliders? How .checkCollisions = true actualy works in babylonjs engine ? greetings Ian
  4. Is is there any way to debug impostor of mesh. If we have BABYLON.PhysicsImpostor.BoxImpostor on some mesh, Can we debug bouning box of BoxImpostor or any other impostors, that we can see how Impostors looks like around mesh? greetings ian
  5. I have always used "setPhysicState" to set physics properties of objects, in many projects. Meanwhile I read it's better to use "new BABYLON.PhysicsImpostor" instead. Why should that be better? What are advantage and disadvantage?
  6. 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
  7. Hi, a collision with a cylindrical imposter is only triggered when my "bullet" hits the outer surface of the impostor. But my bullet should collide on the inside of the cylinder. I've used "flipFaces()" with the mesh that the impostor is used on without an effect. ... is my question clear so far?
  8. Why ? var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : []; var rawFaces = object.getIndices ? object.getIndices() : []; BABYLON.Tools.Warn("MeshImpostor only collides against spheres."); returnValue = new CANNON.Trimesh(rawVerts, rawFaces); Even tho CannonJS supports mesh/plane collision ? : Demo : https://schteppe.github.io/cannon.js/demos/bunny.html Source : https://github.com/schteppe/cannon.js/blob/master/demos/bunny.html // ground plane var groundShape = new CANNON.Plane(); var g
  9. Hi there, I'm stuck and I can't seem to find a workaround for achieving this, basically what I wanna do is set the Camera as a parent for a small Platform which has a Box impostor of Mass 0, and make a crate which also has physics (Mass 1) land on it. But the problem is that the platform acts as if it has no physics at all, instead of landing on it, the crate goes through , here is the PG : http://www.babylonjs-playground.com/#18UP4N Any help would be really appreciated. Thanks.
  10. 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
  11. I have problem with physics and mesh impostor with sphere. I create some componets in blender. And add each component texture. I create pathMesh from components. (pathMesh have multi materials and textures because each component has its own material and texture) If I load babylon with sandbox it load OK (but sandbox doesn't have pathMesh.bakeCurrentTransformIntoVertices(); . If I have pathMesh.bakeCurrentTransformIntoVertices(); in loop then pathMesh is loaded without textures and physics works OK. If I remove pathMesh.bakeCurrentTransformIntoVertices(); then pathMesh is l
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