
iiceman
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Everything posted by iiceman
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BabylonJS + Colyseus Multiplayer Boilerplate UPDATED
iiceman replied to inteja's topic in Announcements
@Nodragem you can open the console and open a new tab. you will see an entry that a new player joined, but that's all it does in the live demo, I think.- 3 replies
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- multiplayer
- nodejs
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I can confirm that it doesn't work anymore. I saw the following errors in my console: VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:1725 GET https://babylonjs-api2.azurewebsites.net/snippets/8BYZ34/0 500 (Internal Server Error) checkHash @ VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:1725 run @ VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:1734 (anonymous) @ VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:1797 t._invokeFactory @ VM59 loader.js:1 t.complete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._resolve @ VM59 loader.js:1 s.defineModule @ VM59 loader.js:1 o @ VM59 loader.js:1 (anonymous) @ VM108 editor.main.js:7 t._invokeFactory @ VM59 loader.js:1 t.complete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._resolve @ VM59 loader.js:1 s.defineModule @ VM59 loader.js:1 o @ VM59 loader.js:1 (anonymous) @ VM109 editor.main.nls.js:7 VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:803 Uncaught TypeError: scripts[(index - 1)].trim is not a function at loadScriptFromIndex (VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:803) at XMLHttpRequest.xmlHttp.onreadystatechange (VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:1713)
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Here the fixed version (setPivotMatrix with the new optional parameter postMultiplyPivotMatrix set to false) of the example that JohnK mentioned: http://playground.babylonjs.com/#191SVM#12 And here my fixed playground, with no more need for negative angle: https://www.babylonjs-playground.com/#1RWE59#134 @JohnK I compared the two playgrounds and realized I had used the wrong order when calculating the cross product. Thanks for the hint!
- 49 replies
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- cylinder
- transform matrix
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Mapping dots to facets or particles to vertices
iiceman replied to JohnK's topic in Questions & Answers
Remember the fun we had with particles back then: Maybe you could use the 2D particles and control them to cover the model using the vertext data... I mean we had a cool möbius strip (http://www.babylonjs-playground.com/#2KOEWJ#9) back then so placing them statically on some fixed positions should also be possible, right? -
Dang, somehow I still can't get it to work: https://www.babylonjs-playground.com/#1RWE59#131 It's always off. Any idea what I am doing wrong? Edit: happens with the original playground, too, if I change the values: https://www.babylonjs-playground.com/#1RWE59#132 Edit 2: Never mind, I think I got it now: https://www.babylonjs-playground.com/#1RWE59#133 Seems like the calculation of the angle was not quite correct. I now use acos of the dot product and then the negative angle. I have no idea if that's really correct, but it passed my tests var angle = Math.acos(BABYLON.Vector3.Dot(v1, v2)); cylinder.rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, -angle); I read something about the arc cos here http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/index.htm, and then did the rest by some old fashioned trail and error. Let me know if I did it wrong and just got lucky somehow Edit 3: that those things look like penises is totally unintended!
- 49 replies
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- cylinder
- transform matrix
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I see I see, so a fixed bug it, thanks alot for the quick reply guys!
- 49 replies
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- cylinder
- transform matrix
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Hey guys, long time no see! I have been pretty busy and didn't have time to have fun with BabylonJS, but I had an idea that I wanted to try out. Therefor I need to connect two points with a cylinder, just as described in this thread, but for some reason all the playgrounds seem broken. I remember it worked just fine back then but now the cylinder is always off and doesn't connect the sphere (here for example: http://www.babylonjs-playground.com/#1RWE59#12). Anybody got an idea whats causing the behavior? Is it a bug, a fixed bug or a feature? And even more important: how do I get the desired result nowadays? Hope somebody can help, thanks in advance!
- 49 replies
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- cylinder
- transform matrix
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Best way to render a large mesh? or otherwise implement fog of war
iiceman replied to Shb's topic in Questions & Answers
A playground would be nice. I would love to see how you use vertex transparency to implement Fog of War. I thought about how to do it a while ago bit didn't have a good idea yet. I wanna see how you do it. Splitting the mesh in submeshes might be easy: 'You can speed things up by subdividing your mesh into submeshes using mesh.subdivide(x) where x is the number of submeshes you want.' (source: https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees#optimizing-collisions-and-picking) ... but not sure if submeshes work with those Occlusion Queries. -
Looks cool, good job! I really like the graphic style!
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Introducing better shadows with Exponential Shadow Maps
iiceman replied to GameMonetize's topic in Announcements
Awesome! Thats really huge! (as DK likes to say) Especially the self-shadowing, that has been bugging me for a while! I have to try that out as soon as possible! (*feeling*excited*) -
Awesome! Updated one of my old playgrounds right away to try things out and found it right away with the new search (search performance is really good, too!)
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I don't think you can prevent the user from moving the point... would be horrible if java script was allowed to do that, right?
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Canvas2D ScreenSpaceCanvas behind 3d scene
iiceman replied to royibernthal's topic in Questions & Answers
Seems like you can specify a renderingGroupID: http://babylonjs-playground.com/#272WI1#79 (found here: https://github.com/BabylonJS/Babylon.js/blob/0e1d4095b2e99b833f0a6f664e8495dbbf69f65d/dist/babylon.2.5.canvas2d.d.ts#L660) -
Looking good again, thanks for the quick fix!
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@JimmyBuchman I am not sure what you mean by layer by layer... like that: http://www.babylonjs-playground.com/#XALW2#13 -> click spheres (has a bug, sometimes if you click them in the wrong order it draws a wrong connection)
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I assume you are referring to this: https://doc.babylonjs.com/tutorials/cameras,_mesh_collisions_and_gravity -> 4 - Object vs. object collision ... right? I think the position is always relative to the mesh, because you set it as a property of the mesh. There was a short discussion about it that I remember: ...but with no real solution. I know that offset behaves strangely. What I did was just try different value and see what fits best. Maybe somebody else has a better idea. Would be great if it could be visualized somehow! (Maybe with @jeromes ribbon from the above link?)
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@JohnKs parenting suggestion seems pretty solid: http://www.babylonjs-playground.com/#P1YTR#0
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@hunts sure thing, it's all yours! Don't forget to let us see what you make out of it , though!
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No problem, keep messing with it, seeing cool shader things is always fun. One day, after I tried out PBR, that's the next thing to I'll try to understand
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Okay, got it, now it works... that's fancy! Makes me a bit dizzy, cool stuff!
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@Nabroski that somehow throws a lot of errors for me ( Version 55.0.2883.87 m ): babylon.js:3 BJS - [22:40:17]: Unable to compile effect: t._ErrorEnabled @ babylon.js:3 babylon.js:3 BJS - [22:40:17]: Defines: t._ErrorEnabled @ babylon.js:3 babylon.js:3 BJS - [22:40:17]: Error: ERROR: 0:2: 'in' : storage qualifier supported in GLSL ES 3.00 and above only ERROR: 0:3: 'in' : storage qualifier supported in GLSL ES 3.00 and above only ERROR: 0:4: 'in' : storage qualifier supported in GLSL ES 3.00 and above only ERROR: 0:10: 'out' : storage qualifier supported in GLSL ES 3.00 and above only ... and I have no idea what they mean... crazy shader stuff
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After the playground failed me on my last try I did a local version and ported it back to the playground: http://www.babylonjs-playground.com/#2GGYT7#2 (can't let that little playground defeat me ). No imported meshes, just the textures for the ground. The geometry is all build with native babylon tools. Push the button to open close the gate. That's all there is to it Edit: updated playground, added fancy button animation I thought about playing around and creating a scene wir PBR materials, but I stopped here since I already liked it and I have no clue about PBR yet... but one day I will use PBR for sure! By the way: I actually wanted to use starfieldProceduralTexture, but it didn't work. I left it in there anyway and reported it in the bugs section.
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AWESOME! O_O
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I can't find a working example for procedural Textures... it all looks like that: http://www.babylonjs-playground.com/#24C4KC#17 I couldn't get it to work locally either, same result using version 2.5.
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Did you already try setting the alpha of the material? I think that would have the effect you describe.