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Found 5 results

  1. Hi folks, Maybe some of you followed this topic for while : Well, now I'm proud to announce the fully documented first release of the Dynamic Terrain Extension : https://github.com/BabylonJS/Extensions/tree/master/DynamicTerrain Its documentation is one the same repo : https://github.com/BabylonJS/Extensions/blob/master/DynamicTerrain/documentation/dynamicTerrainDocumentation.md Have fun Some more demos and features to come
  2. @jerome I took your original document example https://www.babylonjs-playground.com/#FJNR5#190 and turned on collision and gravity https://www.babylonjs-playground.com/#FJNR5#210 When you move the camera around the fps drops from 60 to around 30 Is there anything which we can do to prevent this? Also camera tends to get stuck from time to time.
  3. Hi Folks, We have already spoken in this forum about infinite dynamically generated terrains. Nasimi completed a fantastic terrain generator with GeometryBuilder here : and Dal started a great project here (maybe uncompleted) : So, my turn to bring my two cents. Well, it's just an experiment for now. My idea is this one : Imagine you have either a huge set of geographic data (3D coordinates), something too big to display at once or even toobig to build a working mesh with because of the amount of data. Or imagine that you can get infinitely new data, either computed on demand, either downloaded by chunks to depict the new parts of the current terrain in what your camera is currently moving. In both cases, we have too many data to build and display a visible mesh. So my idea is to decouple the rendering from the logical data. The data could be a very big or dynamically renewed array, whatever... it contains always more info than what is displayable. The terrain is then just an updatable mesh, updated from the camera local position and the current related data. So there is a logical map containing the 3D data (computed, downloaded, or simply very big) and a terrain mesh "sliding" over the map data. The mesh could be built by taken in account the LOD necessity, it is to say by having many tiny facets close to the camera location and bigger ones far from the camera. In order to understand, I intentionally computed a random (simplex) map of data that can be displayed here : it's the red wireframed map, it's 1 million vertices. Normally, it could be far more bigger and wouldn't be displayed. The camera would be moving in the center of the green disc. Actually, the green disc is the displayable terrain and it should move with the camera movements instead of moving independently. The camera should also be submerged in it at a lower altitude. I put the camera far higher and didn't attached the green terrain to it for the sake of understanding : http://www.babylonjs-playground.com/#1SZASV#1
  4. http://www.babylonjs-playground.com/#FJNR5#34 If you can do this with 5 lines of code, you've probably already read all the long but didactic documentation about the brand new Dynamic Terrain Extension what I'm currently and shamelessly promoting in this inadequate sub forum with this link Have fun
  5. Can someone tell me, please, why collision does not take place during animation? Here is a game : https://oobarbazanoo.github.io/JumperKisame/.
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