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Showing results for tags 'Limit'.
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Hi, I have a sprite sheet with 9694 pixels width that I can NOT make it narrower because it has 74 frames with 131 pixels each. However it is blowing WebGL (see snapshot with the error attached)... How could I solve this issue?
- 2 replies
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- sprite sheet
- group
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Hi all, I want to ask how to limit the fps, I tried set this.game.time.fpsMax = 30, but it does not work at all and I tried to set desiredFps to 20, and I can saw the animations become slower(it should be worked) but when I display the fps value, it still display 50-60 although I set desiredFps and it seems work so anyone know how to set the max fps value and make the display fps value also be the actual value, thanks
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Sup guys, I'm back and once again working on my side project now that school is out. I recently rewrote some of my server sided code, specifically the pieces that handle anti-cheat. One problem I ran into is my anti speed hack mechanism. Prior to my rewrite (which was more of a cleanup) the way I handled movement on the server was I allowed the client to move however it liked. It would then send its new position (after ever frame) to the server. The server would then check to see how far the client moved (based on its last position which is saved on the server) and made sure that the client didn't move more than a certain amount of pixels each frame. If it moved legally, then it's "last" position would be updated with the new position the client provided and the client legitimately moved. If it moved too fast, the clients old position is kept as its server position, ensuring that sure the client isn't speed hacking (at least on the server side, can't stop the client from moving anywhere really). Anyway, that's how the system works, and it works great, until I ran into the problem of different frame rates (at least I think that's what's causing the issue). After the rewrite of this system, clients are moving too fast to the server, and I think it could be because of slower fps'? Like Ill move right, but now instead of moving say 5 pixels per frame like the pre-rewrite code would detect, im getting 6, and 8 and 15 and other higher random numbers, as if the server was missing some calls. Regardless of the cause, I was wondering, how do people usually handle movement on servers. Am I going about this correctly? Any suggestions? What other ways can I verify a player isn't teleportating or speed hacking? Thanks.
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Hi! I'm using the right click to move the camera around, but I wanted to limit that movement/panning/translation. For exemple, when the camera/object/mouse hits the margin of the screen, it "kind of" locks it, and doesn't allow the objects in the scene to get out of sight. http://www.babylonjs-playground.com/#0XK6K2 by the way, for some reason I can't use use the right click in the playground... Thanks!
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I'm using a FreeCamera, gravity,etc... and when i look at the sky and press W to go forward i go up and can fly, the same if i look at the floor and press back. I want that with WASD the camera moves without take the Y.rotation in consideration, because i still need to move the camera and rotate to look everywhere. How can i achieve that? I tried with "Camera.CamFrontX(Distance)" , Camera.DirectionX(AxisX, AxisY, AxisZ) ,etc... to fix the Y.Rotation value but never got the desired behaviour, sometimes the Y is limited and i can't climb ramps or stairs, other the collisions are not detected or other weird stuff.
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is there a simple way to limit the amount of rotation of a mesh? I have a throttle in my project and I have it setup so that I can click and drag it to rotate the lever on the x axis(Thanks to Wingnut and others in this forum). I want to limit the amount that it can be rotated no matter how much the drag, but I am getting odd results. Is there a way that I can use a clamp to lock the rotation into a certain angle? PS... to move the throttle, you click and drag from the cylinder objects on the left or right http://www.babylonjs-playground.com/#2DHIAE#0 Thanks in advance
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Hi, I need more rendering groups, is it possible? Cheers
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Hello everyone! I have this pretty big scene, heavy on polygons and textures, and I need to make a screenshot in high quality. I'm using Tools.CreateScreenshot method, explained in this tutorial, which works well for small/medium size (I've managed to extract an image up to 1344x756px, of 1.48MB), but when I try to extract a bigger image, nothing happens at all, no matter how long I wait. I also tried this playground I found in this topic, and with this scene I can extract images of 5000x5000px. So does this happen to my scene because it's too big? Any ideas to make it work? Thank you!
- 4 replies
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- screenshot
- image
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Hey folks, I am using a FreeCamera and want to be able to rotate all the way around the x-axis but the rotation always stops when I look straight down. I searched the forum and the web but I couldn't find a setting to disable that. Is that a technical limitation or is it somehow possible to create a workaround? Not sure how useful a playground for that question is, but better to have on than not to http://www.babylonjs-playground.com/#22PVJH You start looking at a sphere, then look down, you will see another sphere and the ground. If you are there, you can't look down an further. I would like to be able to keep going. Like sitting in a spaceship with no real down. You know what I mean?
- 29 replies
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- FreeCamera
- Rotation
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Good afternoon, I'm trying to make a small driving game, and I want to limit my player's car so that he can't move off of the roads and on the sidewalks. Might anyone know how to best handle it? I'd rather not add lots of invisible "fences" to collide with the car if I can help it. Cheers.
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Hi Guys, Just want to ask does anyone here has a game/performed a test for apps/games with large size in multiple browsers? like around 100 MB size in total (images, sounds, videos, etc.). I want to perform a test due to browser cache and Application Cache Manifest, but if you guys can share any experience, it will save my time by a lot. My next games require more stuff to add, but I am expecting that users not to load them again unless it is new (offline/cached). I probably misunderstood on how it works so if you have a thorough explanation it would be great as well (Like webkit, it has temporary, persistent, and unlimited storage, sadly it is only webkit and probably just desktop). It doesn't matter on how the assets are loaded (full load, partial load, or streaming), I just need to know how big does a browser can handle at a time, knowing that each browser is different, and especially mobile has special cases on this except for Android mobile. The main issue is I need my game that requires large assets run in mobile browser, say Safari mobile. I don't want to get into the dev of that game unless I am sure that it is feasible with HTML5. Thanks.
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Only can I use 42 tiles, why? This is my JSON { "height": 64, "layers": [{ "data": [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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96, "margin": 0, "name": "tiles", "properties": { }, "spacing": 0, "tileheight": 16, "tilewidth": 16 }], "tilewidth": 16, "version": 1, "width": 64}Greetings!