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  1. ML Terraform is a Terrain Generator implemented using a Neural Network trained on handmade 3d models. It is now available as a Web Tool. Let me know what you think.
  2. This has been under development for a while but we are proud to have it released today! Using a Chrome extension you can subscribe and load our libraries directly inside the PlayCanvas editor. We are determined in providing a list of editor extensions that empower PlayCanvas and solve case specific problems. Coming soon: Physics Painter P2P Multiplayer Animation Timeline Starter Kits Learn more: https://pic.pirron-rodon.one/ Athena Terrain Creator Create dynamic terrains from heightmaps with adjustable quality and multiple textures that ren
  3. Hey guys. Recently I started working with the Babylon Exporter in Unity to create a 3D scene. I read documentation and watch video about Terrain Builder, where says that you can use up to 12 textures to create a Terrain. But for me more than 6 not work. A black background is drawn instead of my texture. Why can it be?
  4. I have a minimal flight simulator here: https://www.babylonjs-playground.com/#UL7W2M and at my website jounce.space/flightsimhome that can be full-screened (f11) and has skybox as shown here: The code that makes the flight simulation possible: var camera = new BABYLON.UniversalCamera("cam", BABYLON.Vector3.Zero(), scene); addYawPitchRollFunction(camera, 1); where addYawPitchRollFunction(...) is defined as: function addYawPitchRollFunction(ob, gravity) { ob.rotationQuaternion = new BABYLON.Quaternion(); ob.rotationQuaternion = BABYLON.Quaternion.Rotati
  5. What are some options for creating terrain from heightmaps via NullEngine? I'm trying to create a serverside terrain for collision checks in a multiplayer game. The main issue is that Mesh.CreateGroundFromHeightMap involves loading an image and going through pixel data via canvas, none of which exists in node. Some ideas: Expose canvas + image api on the server: https://github.com/Automattic/node-canvas can provide Image and Canvas to NullEngine, though I've written a server side image processor recently that uses this tech and while it does work it isn't entirely straight forwa
  6. BABYLONJS never ceases to amaze me, love you babylonjs, love you JavaScript and of course glsl. My next agenda is water bodies, trees and some jungle rocks just a sample proto... https://www.babylonjs-playground.com/#Z2TKLH
  7. Hy there, I've been trying to implement this type of canyon but it seems impossible with heightmap, and then i found geometry builder, i think it's perfect for that but there's no tool or tutorial available to use it yet. Is there any way i can get around with this?
  8. Hello, Raycast TerrainMap and get MixMap %'s? CONTEXT: Raycast over a Terrain Map... and determine the type of terrain (floor, rock, grass, etc) where the Ray Intersects mesh. Looking at Mixed-Map-Materials and Facet-Data... QUESTION: is there a way, to get the MixMap through a Raycast Intersection? Or any suggestions on detecting floor, rock, grass... thx. Kind regards, UPDATE: using this playground, stepping into raycast... http://www.babylonjs-playground.com/#7CPS7 Found: results[0].pickedMesh, pickedPoint, collisionGroup, looking ar
  9. Hi! This is a template project, for PlayCanvas, that provides a complete tiled terrain system based on heightmaps and colormaps. Example build: https://playcanv.as/b/Rhlm9CMz/ Some of its features:- Terrain generator from tiled heightmaps. The heightmaps and colormaps (splatmaps) have to be provided in a specific named notion. Included there are two sample terrain projects created with WorldMachine.- Texture generator from tiled colormaps (splatmaps). The user can provide up to 4 textures and the shader mixes them on the terrain based on the channels of the colormap (R,G,B
  10. Yo @NasimiAsl ... You still around ??? I need your expertise bro... I still can get Texture Atlas at the shader level... Whenever I try use GLSL fract() to tile into the texture is leaves edge seems... You tried to help once with some custom 4 tapping code... but never really worked ... especially from far away ... Anyways... I am ready to release the 3.1 beta but I CANNOT with the terrain builder like it it... Terrains will play a big part in your "Unity-Like" development using the BabylonJS Toolkit... So please bro... if you got time... I need you to help me fix that shader part... I ca
  11. Hey guys, I'd like to know if there is a way to represent an animated polyline moving from point A to point B on a mountainous terrain. The idea would be to show a track like this: https://www.relive.cc/ , you can see it in the demo video. I understand that this functionality does not exist in Babylon, and from what I've read, the Babylon.Ribbon only allows for vertices to change position but not for adding new vertices. But anyways, what would be the steps for me to implement it from scratch? Thanks!
  12. Hi, I'm creating a game that player can walk over terrains with lots of slopes. How can I make my player rotate accordingly to the angle of the slope? This is how it's currently working: And this is how is must work (I've changed the angle manually): I'm using Box2D plugin to generate the terrain accordingly to an image. That's the reason of all these bodies. Thanks!!
  13. Hi folks! I've been working on putting together all the demos I've been working on in order to create a Player that can traverse a terrain correctly and will ONLY slide down the terrain if the Player detects a VERY steep slope ( X rotation should be able to be chosen by a parameter, the default set at 85 degrees on the X-Rotation axis ). I've created a play ground in order to demonstrate what I have done so far. I need some help to slide down steep terrain like in World of Warcraft. I'm VERY close but can't seem to figure out how to solve the above problem. Please be patient with me! I break
  14. Hello, I'm trying to implement the code from this tutorial in a game I'm making. Actually I can make the holes on the texture using bitmapData. This is how I'm doing: this.bmd = game.make.bitmapData(360, 150); this.bmd.copy('ground'); //ground = image key //Makes two "holes" this.bmd.blendDestinationOut(); this.bmd.circle(50, 10, 20, 'rgba(0, 0, 0, 255'); this.bmd.circle(70, 10, 20, 'rgba(0, 0, 0, 255'); this.bmd.blendReset(); this.bmd.update(); this.ground = this.add.sprite(0, 630, this.bmd); this.game.physics.arcade.enable(this.ground); this.ground.body.allowGravity = false
  15. Hi peeps, I've already published a similar topic not a while ago, but we couldn't really reach any conclusion: http://www.html5gamedevs.com/topic/32079-sprite-occlusion-for-performance/ I have this demo: http://devel.arinnova.com/tests/3dmaps/babylon_demo/ I'm trying to get a similar forest to this three.js scene: https://www.piste.io/#!/cortina . Notice how the forest is really dense and the FPS are really good. What I've already tried without success: 1) Loading meshes instead of sprites and applying LOD mechanism resulted in very low FPS. 2) Using mesh instances inste
  16. Hey, I want to create a scratch card effect, as there are in games with luck and all where you scratch on some image and in the scratched area you can see the image below it. I think this can be done by manipulating pixels somehow, but i am not experienced with pixi and don,t know how to do it exactly. It will be a great help if you point out a way or tutorial to do it, or give a basic code snippet here to help me figure this mechanism out. Regards.
  17. Hi Everyone, I need guidance on how can I approach this problem: Would like to apply a tiled texture to complex polygons. I'm using P2 for the physics and tiled for the level editor. I would like to get something similar to worms where the terrain has a tiled texture, the top has grass and the bottom is darker. These are some examples of what I would like to achieve: I don't care at all about destructible terrain. This is how my level looks now with polygons from tiled: http://puu.sh/wMwsg/28b1609d74.jpg
  18. Has anyone done this yet in babylon JS I see a couple of examples but none of the projects I can reference have worked out the camera height in the process or the blending between LOD layers. I am going to start trying to make a working example from the paper http://www.vertexasylum.com/downloads/cdlod/cdlod_latest.pdf but would like to see how others have handled it. I have looked at github.com/darrylryan/BabylonTerrain and github.com/felixpalmer/lod-terrain but both of these are limited to 2d measurements and because I am going to be doing this on a planetary level with Spherical displa
  19. Check out my new tutorial on creating vehicles and terrain at https://loonride.com/learn/phaser/terrain-for-vehicles! You can see the demo of this tutorial here: https://loonride.com/examples/vehicle-terrain/ Don't forget to let me know when you have created the next hit 2D driving game!
  20. While trying to add additional support for my new SplatmapMaterial... I am using TerrainMaterial shader as a base/guide to make my modifies splatmap material... have a question regarding bump map... if you look in the code normal is calculated ... BUT I CANT SEE WHERE IT IS ACTUALLY BEING USED ... Please look at this: // Bump #ifdef NORMAL vec3 normalW = normalize(vNormalW); #else vec3 normalW = vec3(1.0, 1.0, 1.0); #endif #ifdef DIFFUSE baseColor = texture2D(textureSampler, vTextureUV); #if defined(BUMP) && defined(DIFFUSE) normalW = perturbNormal(viewDirectionW, base
  21. New Terrain Splatmap Material (Based Off BABYLON.TerrainMaterial)... Supports up to 4 splatmaps using up to 12 textures for terrain painting. The new splatmapMateral.ts will be added to the the babylon Materials Library soon but check out how i am using it for native terrain support using the U3D BabylonJS Toolkit. [UPDATE] Sorry, but you will NEED the toolkit to use the new BABYLON.SplatmapMaterial... I had to move the splatmatting into my Scene Manager API available on BabylonJS/Extensions. The way i use splatmaps now hook into the native shader pipeline and pick up (or make a
  22. Hi, I have a new question about how can I get a elevation of terrain. Now I am using this function:CreateGroundFromHeightMap() and I use a png as parameter. However, I dont get the accuracy that I would like having. I have 1 height by each 2meters so I consider that I should use this data to calculate the height of terrain instead of the intensity of color. Do you know how could I do it? Thanks JMJR
  23. Hello everybody! I am looking for procedural terrain generator. I'd like to achieve something like smooth hills or something like here. In the last link there is a beautiful and smooth terrain. I thought about Perlin Noise generator, but I am not sure if is it possible with this function. Maybe do you know something that I can achieve with.
  24. Hello everybody! I'd like to create a terrain that is moving in cycle generated from height map in effective way. I created mesh with new BABYLON.Mesh.CreateGroundFromHeightMap('ground', "http://i1198.photobucket.com/albums/aa455/BelindaSaxondale/album/HeightMap.jpg", 200, 200, 50, -20, 20, scene, true); So I have 200x200 plane with 50 subdivisions. Then I registered before render function in which I take first 51*3 points (51 vertices, cause there is 51*51 vertices) and put it at the end of position array of vertices data of mesh. So it should move the terrain in the cycle, but maybe
  25. Ok, time to share a preview of something I have been working on for a couple of months now: A quadtree LOD terrain for Babylon. So far I have: - Chunking system with infinite paging - Distance based LOD - Custom meshing - Basic UVs and texturing - Bakes to Babylon GroundMesh objects so all the usual functions, physics etc works. - Perlin based height data generation. The bad news is, its currently slower with the LOD than without it, mainly due to memory and garbage collection pressure. I need to make it more efficient at caching the unchanged data between updates and mas
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