Babylon3D: Standard Edition

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  • fuego96 Yep there will be a solid particle system which for making rain drops and such things that should bounce of a surface.

    Here is a vide showing how you can clone a mesh in 0.5 :

    http://sendvid.com/xefvxtkh

  • Here is a vide showing how you can clone a mesh in 0.5...

    Ah, I should known that the MeshArray object is just a data model. I incorrectly assumed it worked exclusively with the previous Mesh object. Doh!

    Yep there will be a solid particle system which for making rain drops and such things that should bounce of a surface.

    No no, it's not the particle i'm after, it's the surface. Currently collision surfaces are just Box and Sphere (correct me if I'm wrong). But an umbrella model or a Volkswagen Beetle chassis (for example) is neither.

    It would be important to have mesh collider types. So, the question is (again):

    Would there be any chance of supporting MESH collider types in the future?

  • Infact all the SLE plugins are data models used mainly when you load an external scene, you tell them to go fetch this or that instance that is located in the 3D scene, but they can also be used to make them hold new instances when making a scene solely in C2.

    Edit: Yes there will be a convex mesh collider but only for CannonJS, OimoJS does not support such things.

    This type : http://schteppe.github.io/cannon.js/demos/trimesh.html

    And this type : http://schteppe.github.io/cannon.js/demos/bunny.html

    But as I told you before, the Mesh option which is in the Physics behavior actually works if you are colliding a sphere with a complex mesh.

    In fact if you happen to use the Mesh collider, you will notice a warning in the console sent by the library : "MeshImpostor only collides against spheres."

  • Edit: Yes there will be a convex mesh collider but only for CannonJS, OimoJS does not support such things.

    Well okay. Roger that.

    This type : schteppe.github.io/cannon.js/demos/trimesh.html

    And this type : schteppe.github.io/cannon.js/demos/bunny.html

    Nice. Must try this on my umbrella.

    But as I told you before, the Mesh option which is in the Physics behavior actually works if you are colliding a sphere with a complex mesh.

    Will remember that from now on. Fair enough. Actually no, not fair as my raindrops were supposed to be "jacks". But still better than nothing <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

  • Isn't this much better for your umbrella demo : http://www.babylonjs-playground.com/#29F0EG

    Doesn't use much CPU

  • Isn't this much better for your umbrella demo : babylonjs-playground.com

    Doesn't use much CPU

    It's alright for other cases that simulate water contacting a sphere.

    But I'm looking to bounce (rigid body) jacks (box collider) off of a curved umbrella surface. The keyword here is "bounce".

    The above, while good and CPU friendly, has particles just colliding (no bounces) and vertically sliding downward. But this demo could come in handy for (simple) rocket exhaust animations.

  • X3M About the create objects my question was if when in events we clone a mesh in the render, Babylon3D also creates their Mesh.Object to be linked and use C2 native functions but seems is not.

    I think at the end i will continue my method i started in 0.2 to use mesh.objects in the same way we use sprite.objects, but using events to link/represent sprites-mesh without set name, mesh arrays and all this stuff.

    But first i'm going try to hack in some way the actual NewMesh to do the same.

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  • My first upload to Scirra Arcade and it's not a real game. Would that get me into trouble?

    https://www.scirra.com/arcade/other-games/b3d-umbrella-physics-demo-13396

    X3M Umbrella... maybe I should put in Rhianna's song. Thanks for the previous physics tips!

  • Hey fuego96 great demo! Used some 3D editor? In that case what you use?

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    Well, Seems i get something, is a "dirty trick" but works XD.

    No Mesh Array, No loopindex expresions, No duplicate events or other stuff.

    With a single event working on a family you can add whatever mesh object to set an action without worry about nothing more. (This trick only works with NewMesh objects created in C2 layout)

    Here the video: http://sendvid.com/fogkh5nx

    The unique thing still i can't get is avoid the mesh naming in the properties. Still i have to put Coin1, Coin2,etc....

    X3M Is possible that Babylon3D on runtime automatically fill the Mesh name in the render? Something like:

    NewMesh.Name+UID

    (Or whatever that gives an unique name for that mesh)

    So with that totally C2 workflow, you duplicate objects in the C2 layout without worry about mesh naming and apply actions to different objects in a single clean event.

  • Hey fuego96 great demo! Used some 3D editor? In that case what you use?

    Greetings matriax. I use Blender 3D.

  • Hey fuego96 great demo! Used some 3D editor? In that case what you use?

    Greetings matriax and thanks!

    I use Blender 3D.

  • Unfortunately it's not possible

    Again no one of you has made a capx where he explains why C2 cloning method is easier and better , and I mean an example in which you clone a sprite and then control one of them.

    If the example is much simpler and clearer than my method with MeshArray, then I'll rewrite all the new plugins. So its up to you to prove it.

    And if anyone missed my method , here is it : http://sendvid.com/xefvxtkh

  • Unfortunately it's not possible

    BTW, the "Set Name" of the mesh action is confirmed for the 0.6? Not will be elegant but i guess on events to a family of mesh objects do a "For each" > "Set Name" to whatever we want and fixed.

    [quote:yz6ckkap]Again no one of you has made a capx where he explains why C2 cloning method is easier and better , and I mean an example in which you clone a sprite and then control one of them.

    If the example is much simpler and clearer than my method with MeshArray, then I'll rewrite all the new plugins. So its up to you to prove it.

    This time i'm not was talking about clone objects in realtime and control them, i guess you refer to gamecorpstudio. I'm talking about duplicate objects in the C2 layout to create my level from scratch and after that in events set actions that affects to all the duplicates, that can be items like coins, diamonds,etc... without use MeshArrays, loopindex, duplicate events and all that.

    As you can see in the video i have in the C2 layout a level designed with duplicated items to pick. This trick only works for NewMesh.Objects not for cloned in realtime or scenes from 3D editors, as i said i prefer do all in C2 also i guess will works for Obj-Js.mesh or i hope.

  • X3M Talking about cloning a mesh in realtime using the "Clone Mesh" action on NewMesh.Objects.

    If we want to shoot bullets for a FPS using the MeshArray, how we do that?

    Can you please make a video/template on you can move/rotate the camera and pressing some key a bullet is created in front the camera and goes forward. And this bullet on collision with another mesh destroys both?.

    Edit: Maybe a bullet behaviour like we have on C2 for 2D objets will be great, will make the things more simple i think.

  • X3M Talking about cloning a mesh in realtime using the "Clone Mesh" action on NewMesh.Objects.

    If we want to shoot bullets for a FPS using the MeshArray, how we do that?

    Can you please make a video/template on you can move/rotate the camera and pressing some key a bullet is created in front the camera and goes forward. And this bullet on collision with another mesh destroys both?.

    Edit: Maybe a bullet behaviour like we have on C2 for 2D objets will be great, will make the things more simple i think.

    X3M Is it possible to implement Raycast?

    So you would not have to create an object for each bullet, simply a sprite where the lightning strike, similar to how it is used in Unity.

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