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Found 6 results

  1. Hello! As my profile states I am new here and rather new with Babylon.js as well. I found its ease of use and performance (over Three.js) good reasons to work on it. Currently, I have been working on a voxel game (i.e. minecraft-ish) and I have been using Three.js, as there are so many libraries already out there for voxels. On the other hand, pretty much nothing for Babylon. For this reason, I would like to fill the void and, perhaps, find someone who is interested in helping out on the quest. I started with creating a small library for creating snow (called `voxel-snow`) a
  2. Hello! I am working on importing an animation from http://voxelbuilder.com. There the animations are simply a set of frames which are switched in order. So, if I want to create an animation with 3 meshes I should do: 1. Show 1st mesh for 1/3 of a second 2. Show 2nd mesh for 1/3 of a second 3. Show 3rd mesh for 1/3 of a second 4. Show 1st mesh again. Logically that is fine but how can I do this properly? From each mesh I have the following information: vertexData.positions = positions; vertexData.indices = indices; vertexData.normals = normals; vertexData.colo
  3. I am rendering Minecraft-style terrain, but I can't find a way to make it scale well in BJS. Basically the terrain has two important features: 1. Terrain must be split into chunks (so that pieces of terrain can be added/removed/changed quickly) 2. Each chunk of terrain contains a variety of textures I built this the straightforward way - one parent mesh for each chunk, and one child mesh for each texture in that chunk. The problem is that if there are N chunks of terrain visible, and M different textures in each chunk, then this requires N*M draw calls to render. For even a minimal game N
  4. CEWBS - Fast Voxels in Motion Github/Download: https://github.com/TriBlade9/CEWBSDemo: http://triblade9.wc.lt/CEWBS [Middle-click: grab/release mouse (Click in the center), F: fly/walk, Left-click: break voxel, Right-click: place voxel]CEWBS is a MIT-Licensed library for BabylonJS which provides a VoxelMesh object for creating optimized (greedy) voxel meshes. It currently provides methods to create, update, poll, color, and pick voxels. (See README.md) The goal is to separate voxel meshes from the world 'grid' by allowing them to be rotated, scaled, moved, affected by collisions, physics, an
  5. A while ago before I even started working with Babylon.js I've found some really cool software, but when I tried to import models from MagicaVoxel to Babylon.js there's something that went really wrong and some polygons look like they're inverted or something. Does anyone knows what's going on? Here's MagicaVoxel website: http://voxel.codeplex.com/
  6. Brift

    Voxels in HTML5

    So I have been working on a system of voxels using three.js, and while I do have a working example of what I'm trying to accomplish at http://apoidgames.web44.net/wedge.html I feel like there are a lot of things I could do to make this more efficient. I adapted the pointerlock control example from three.js to get to this point. To briefly summarize what I am trying to accomplish, I am attempting to create a minecraftlike with the change that the xz plane is composed of equilateral triangles as opposed to squares. While I was able to render a scene based on whether the blocks are filled or
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