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Found 4 results

  1. I'm making a game where there's a single sphere in the middle of the screen and random spheres move in and out and you have to press a key when a sphere intersects the sphere in the middle. If you press it at the right time the score should increase. I have it working with one but once I tried to implement it with multiple spheres the score started to increase whenever you pressed key even if the spheres aren't intersecting. Here's my code: RhythmGame.init() var scene = RhythmGame.scene; var stillMesh = scene.getMeshByID("SphereStill"); var sphere1 = scene.getMeshByID("Sphere1"); var spher
  2. Hi, Why is it that when I have a mesh disabled (i.e. mesh.setEnabled(false)) any intersectsMesh by it or against it returns true? Setting the method's second parameter 'precise' to true does not help. This output seems counter intuitive and I do not believe it is what anyone would expect. In fact, my intuitive expectation is that by having the mesh disabled, any intersectsMesh on it or against it should return false (even if the mesh being tested with it is in the same position that it would appear in if enabled). What do you think? Playground showing the problem (wa
  3. Question is about my half complete game. Here is my game: http://www.babylonjs-playground.com/#KBHU0#12 Use Arrow Keys to turn the cube. Game objective is to align the cube to catch the same color slab. Question: When the slab hit the cube (function checkHit()), how do I decide if the color of slab and the that side of the cube is the same? I am new to game development. Any suggestions on my code is very welcome. Another question: Press Up (watch direction of turn), then press Left, now again Up - notice that direction is reversed. How to correct this (to keep the same dire
  4. I'm currently working on a game, Playable here: http://filmsbykris.com/scripts/metal_bullets Code Here: https://github.com/metalx1000/metal_bullets/ Right now I'm using intersectsMesh to check for collisions. I have two questions. 1) Is there a better way to do this? 2) Can you check if an object intersects another without having to check them all? Here is my current code for enemy collisions. for(var i=0;i<Obstacles.length;i++){ var obs = Obstacles[i]; //console.log(wall.name + " is " + this.mesh.intersectsMesh(wall));
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