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Showing results for tags 'plane'.
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Hello, A shooting game. You are driving a spaceship to outer space to carry out a top secret mission, but enemies got the news, a large number of enemies are driving ships to attack you, you need to fight with them and destroy them! Star Craft http://www.miagame.com/games/Star-Craft/
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I am sure the problem is already solved somewhere and well known but I can't find a working solution. I have a sphere with planes around it and I need those planes to be tangent to the sphere depending on its position. I have made a playground with my basic setup: https://www.babylonjs-playground.com/#VDG184#2 You will see 2 solutions I tried but which are not working, one using path3D and one with basic math. Thank you, Pichou
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Hello, I have to control depth of meshes with alphaIndex in my situation. but when meshes are over 10, rendering gets strange. https://www.babylonjs-playground.com/#BTU1J7#1 need your help. thanks.
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- alphaindex
- depth
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Hello everybody, Long time I haven't post anything here as my life with babylonjs is going smooth and well. But unfortunetly I am now stuck! I am looking for a way to adapt an advanced texture size depending on the mesh size so that the text on it will keep the same font and shape. I have made a playground to make my request more clear : https://playground.babylonjs.com/#RICIF8 Thanks a lot! Pichou
- 4 replies
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- advanceddynamictexture
- advancedtexture
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Super hard to find -> faceId Labels on Ground Plane Subdivisions? Looked everywhere, thought I saw it once. Going to go ahead a write the loop, [now] (similar to the awesome-> boxify)but still, does that exist already? Thx.
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- plane
- subdivisions
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Hello! I am looking into using a Plane and turning it into a dialog box for my little game. I found the scale9 feature but that applies only to sprites on the canvas2d. Here is PG which shows what I managed to do: http://www.babylonjs-playground.com/#RNCYVM#13 Basically, I want to be able to switch the green plane with my 2D sprite. It would be easy to do it normally but I want to have access to the scale9 feature for scaling the box. Any idea?
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I.E., playing card with 2 sides. Not sure how to apply a material to the backside of a plane? I would think there must be support for this though, because of the fact that there is DEFAULTSIDE, FRONTSIDE, BACKSIDE, options right? Otherwise what is the point of having frontside backside?
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Hi, I'm looking at the documentation for Rope and Plane to try to see the difference and different use cases, but the use-case description and example construction are the same. It looks like the documentation for Plane is incorrect: the Plane constructor takes three arguments (texture, verticesX, verticesY), but the example passes only two arguments (texture, points). Shrug, I guess the Plane's use-case description and example were copied from Rope and never updated? So does anyone know when Plane is useful and maybe have a little example of creating one? Thanks in advance! EDIT: I guess the plane is for stretching a texture across a rectangle, but I still wonder how to convert the width and height from pixels to number of vertices.
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This is out of my Math skill set at the moment. I am casting rays from on an event. I want to draw a plane along the ray.
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Hi, @jerome @Wingnut I have added a new element to my proyect. However I don't know how can I fix the plane on world when I resize window. If you test it in screen of (1920*1080) resolution, the scene is well. However if you change the window's size, the plane will disappear. I would like to set an unique position over right menu and avoid that plane could move to other place. Moreover, I want to remove specular or diffuse light in this plane so I set the property ( mon1.specularColor = new BABYLON.Color3(0, 0, 0)) but it doesnt work. To make this implementation, I have used the follow example:http://www.babylonjs-playground.com/#1WROZH#12 Link to my scene: http://217.217.131.1:8081/subsuelo/ Thanks you very much.
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Hello everybody! I am trying to make text plane fade animation with text drawn on texture. I created dynamic texture, then created a plane. Next I set texture as textPlane.material.diffuseTexture. Texture has hasAlpha set to true. this.textPlaneTexture.drawText(text, null, 50, 'bold 100px Roboto Mono', 'pink', 'transparent'); So there's text written on the screen with transparent background. Next I created fade animation like: var fading = new BABYLON.Animation.CreateAndStartAnimation('fade' + this.text, this.textPlane.material, 'alpha', 30, 30, 1, 0, 0, null, () => { this.textPlane.isVisible = false; }); But here's the problem when the alpha is changing then also backgorund is getting from black to transparent. Why is that? How to prevent changing background alpha, only the text is alpha change is expected. Here's the playground http://playground.babylonjs.com/#28LOAX
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Context: I am attempting to build a hearthstone like game using babylon. I am using multiple planes to manage the game state/positions of cards. I.e. current_player_hand is a plane, current_player_units is a plane, current_player_deck is a plane. Cards themselves are planes (with meshes), and are attached to parent plane to set initial position. What I am struggling to figure out how to do is how to animate, for instance, a card being played from a players hand, moving on to the game board, targeting the center of the game board plane. Since the position of the plane is relative to it's parent, it only animates relative to it's parent. Is there a way to basically say, animate this object, over to that object using that objects world position? (or am I abusing planes, or is there a better way to do what I've described?)
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I created a plane by using this.plane = BABYLON.MeshBuilder.CreatePlane("plane", { width: 0.5, height: 10 }, scene, true); and then I try to modify the plane height in rendering, but the height is not changed. this.laserV.height = xxx; But seems the plane height is never changed.
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Hello, I want to "draw" some text, in a font, using a material/color, preferably in the "ground plane". Is it doable? Thank you...
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Hi ! I have to create a room in babylon js. I have used 4 plane for the walls and a ground for the ground. With that, we can see all the time on the room because some side are visible and some not. I would like to know if we can do that with some other mesh like ligne. I have to do a grid on the wall and the ground. Tkanks !
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What is causing the shadow on the plane to be acting strangely? https://i.imgur.com/8h40Nhb.png It is not happening on the horizontal plane that is the ground.
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Black Bomber is the small HTML5 game for bored people. Clean the landing area by bombs. http://blackbomber.uw.hu/index.html
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Hey guys, I've just noticed that the bounding box of a plane in the debug layer and the bounding box which is taken into account when computing mesh intersection with a point are inconsistent. Here is the playground example (just check the bounding boxes checkbox). So one of them should be fixed... Upd: Another problem is when the plane's bounding box does fit the bounding box of debug layer, there is no intersection at all (that's an obvious problem because of plane thickness I think). Here is the playground sample. Maybe the solution is to give a minimal bounding box thickness of BABYLON.Epsilon.
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Hi! Does anybody know if there is a way to set color of the plane to transparency? If i set hex value of plane to "#80FFFFFF" (should have 50% transparency) it just becomes black. How can I set not to have background color only BLACK text. Or if I set alpha value to transparent, everything becomes transparent. But I want only transparent background. You can see the problem in the picture (white rectangle - on which text is on is my problem):
- 4 replies
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- transparency
- color
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Hello, I want to create houses in babylon and for that i need to create custom shaped floors (ex: L shaped houses) that I will be able to apply texture to and make it look uninterrupted. How do I do this? ( I have no experience with 3D terms so sorry if there is another topic like this).
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Hi all, I am new here so excuse me if this is the wrong section of the forum to ask this question. I have created 2 planes from 2 different heightmaps (which have almost similar edges) when i place the 2 planes next to each other, there are some gaps in between them (some places are higher than the other on the line between the 2 planes) is there any way to join those 2 heightmaps? i know it is possible by merging the 2 heightmap images and create one plane of that, but the reason i don't want to do it is that generation of each plane is dynamic (unlimited world) see attached image as an example Thanks in advance
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The testscene simulate the situation, where the ball never stop!? I think we can solve it with the Brownian Motion in intensity and tween or easing type http://easings.net/en, http://www.greensock.com/gsap-js/ 3dDemo More infos: http://de.wikipedia.org/wiki/1/f%C2%B2-Rauschen http://en.wikipedia.org/wiki/Brownian_noise http://en.wikipedia.org/wiki/Brownian_motion Testscene: <!DOCTYPE html><html xmlns="http://www.w3.org/1999/xhtml"><head><title>BABYLON - physics</title> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <link rel="stylesheet" href="lib/css/babylon.css"> <script src="lib/js/babylon.1.9.0.js"></script> <script src="lib/js/hand.js"></script> <script src="lib/js/stats.js"></script> <script src="lib/js/cannon.js"></script> <script type="text/javascript">window.onload=function(){ this.canvas = document.getElementById("webgl"); if (!BABYLON.Engine.isSupported()){window.alert('Your browser do not support WebGL'); }else{ var engine = new BABYLON.Engine(canvas,true); scene = createScene(engine); scene.activeCamera.attachControl(canvas); engine.runRenderLoop(function(){ scene.render(); stats(scene,"stats"); // call the statistics }); this.addEventListener("resize", function () { engine.resize(); }); } };var createScene= function (engine){ var scene = new BABYLON.Scene(engine); var camera = new BABYLON.FreeCamera("Camera", new BABYLON.Vector3(0, 3, -40), scene); camera.position.y = -12; camera.checkCollisions = true; camera.applyGravity = true; var light = new BABYLON.DirectionalLight("dir02", new BABYLON.Vector3(0.2, -1, 0), scene); light.position = new BABYLON.Vector3(0, 80, 0); var materialAmiga = new BABYLON.StandardMaterial("amiga", scene); materialAmiga.diffuseTexture = new BABYLON.Texture("lib/media/amiga.jpg", scene); materialAmiga.emissiveColor = new BABYLON.Color3(0.5, 0.5, 0.5); materialAmiga.diffuseTexture.uScale = 5; materialAmiga.diffuseTexture.vScale = 5; var materialAmiga2 = new BABYLON.StandardMaterial("amiga", scene); materialAmiga2.diffuseTexture = new BABYLON.Texture("lib/media/ground.jpg", scene); materialAmiga2.emissiveColor = new BABYLON.Color3(0.5, 0.5, 0.5); var box = BABYLON.Mesh.CreateBox("Box", 10, scene); box.position.x = -8; box.material = materialAmiga2; box.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(0, .21, .43); var sphere = BABYLON.Mesh.CreateSphere("Sphere", 9, 10.0, scene); sphere.position.x = 6; sphere.material = materialAmiga; var ground = BABYLON.Mesh.CreatePlane("Plane", 164.0, scene); ground.material = materialAmiga2; ground.position.y = -30; ground.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(0, Math.PI/2, 0); // Physics scene.enablePhysics(); scene.setGravity(new BABYLON.Vector3(0, -98.1, 0)); sphere.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 1, }); box.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: 5 }); ground.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: 0, friction: 1, restitution: 0.1 }) return scene; };</script></head><body> <canvas id="webgl"></canvas></body></html>
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- Brownian noise
- ~ 1/f²
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GAME #1 - PlaneMaker - Kids game. The first part of the game lets a user create their pilot from 6 predetermined avatars. This is where we get their basic info like a player name, email or other info. They select between the Male or Female pilots, and can then customize their pilot avatar (3 male, 3 female characters) After the user has created their avatar (Pilot) we then begin the PlaneMaker game. PlaneMaker requires players to race against the clock to build their ultimate plane. In 30 seconds, they have to select the parts of their plane, and build it before the timer runs out. Parts will come off a conveyor belt and the user can swipe or click to take the parts they want. This game shows the style and conyer belt feel required. http://www.nickelodeon.com.au/games/ac-conveyor-belt-madness/5a6v3e Game #2 - FlightSimulator - Adults game FlightSimulator is a time trial game where a user has to fly their plane around a circuit, and move through as many checkpoint markers within the 60 second period If they miss a marker, they lose 5 seconds on their overall time. Once they have completed the course (in 60 seconds) they have the option to share their score on facebook, which posts how many markers they managed to move through within the 60 seconds. Ideally the plane will be a forward facing game like this https://www.youtube.com/watch?v=pmnsjRg-OE4#t=52 O as a second option it will be left to right style http://www.youtube.com/watch?v=i_rGz6qzK0c#t=21 Please note that this is for reference purposes only and would not be what our final version would look like, but it gives you an idea of the concept of racing through checkpoint markers. I will pay $1000 per game