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Showing results for tags 'vector'.
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Quite a newbie on phaser, developing a new product and I saw this regarding phaser 2: Does this still happens on Phaser 3? Or is it possible to render an SVG correctly now? I'm having the following problem: Say I have this svg: and when I render to my game, thats the result I got: (I'm not scaling it) 1- Whats wrong with that? And how can I fix it? 2- Also, is there a way to scale the svg without deforming it? I'm using setScale(x) and the image gets real ugly
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Hello there! I'm working with this example (asteroids movement): LINK There is a strange behaviour that blows my brain out. It can be better seen on the attached video. All I've done was a small rotation and then just pressed UP cursor key. As you can see with the help of turned on debugger velocity vector rotates during fly until it reaches bottom-right corner of the bounding box. Also it force ship to fly wrong, it can be noticed even without debugger. Expected that velocity vector to be applied directly to where ship's nose is (or more correctly, ship have to move to the opposite side the engines work vector; see the picture). What can be the solution of this problems? Seems velocityFromRotation() function works not as expected. Or there is something been lost. Best regards, Nick Rimer 2019-11-01 12-02-08.mp4
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There is a TORPEDO game at https://www.html5pcode.com/a1ytorpedo.htm that was designed to teach the art of coding. It uses structured programming, so it is easy to follow the logic of the design. The game is divided into small self contained pieces. It has a main program and a subprogram. The subprogram has routines that perform specific tasks when they are called by the main program. The game has links to YouTube videos that describe the operation of the main program and the subprogram routines. Once you learn how to design games like this one, you can go on to design your own games in JavaScript and/or a JS framework. This p-code lends itself to teaching coding because the source and object code are the same. The engine that created the code (source-code) is the same engine that executes the code (object-code). This makes it possible to do the following options. A DATA OPTION allows you to view the game's data, while the game is running. A TRAIL OPTION allows you to execute a few instructions at a time, so you can see what each routine is doing. A REAL TIME (RT) OPTION allows you to change instruction values, while the game is running. The YouTube videos show how these options are used in the designing of the game. There are many other games written in this p-code at https://www.html5pcode.com
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Hi guys! Main character in my game is this cat: Cat is composed from two parts - the torso and the head - and for each part I want to have physics body enabled, therefore I decided all parts will be inside a group. During the gameplay, I apply certain amount of velocity to the cat torso and cat then should rotate around its own axis, clock-wise and counter clockwise. I chose the approach to apply velocity to the torso and I want to position the head according the torso in the update method. Basically I want to achieve the same behaviour as Sprite.addChild() (add head as a child of a torso), but I want to do it in a group. I imagine basic (pseudo)code should look like this: export class Cat extends Phaser.Group { private _torso: Phaser.Sprite; private _catHead: Phaser.Sprite; private _torsoHeadDistance: number; public constructor(game: Phaser.Game, startPosY: number) { super(game); //torso this._torso = game.add.sprite(game.world.centerX, startPosY, "torso"); this._torso.anchor.setTo(0.5); this._torso.scale.setTo(0.5); //head this._catHead = game.add.sprite(this._torso.x, this._torso.top, "head"); this._catHead.anchor.setTo(0.5, 0.7); this._catHead.scale.setTo(0.3); this.add(this._torso); this.add(this._catHead); game.physics.enable(this._torso, Phaser.Physics.ARCADE); game.physics.enable(this._catHead, Phaser.Physics.ARCADE); //Get the distance between both parts this._torsoHeadDistance = this.game.physics.arcade.distanceBetween(this._torso, this._catHead, true); } //This will be called when player interacts with the game public AddVelocity(angle, speed, angularVel: number) { this._game.physics.arcade.velocityFromAngle(angle, speed, this._torso.body.velocity); this._torso.body.angularVelocity = angularVel; } //Called from update each frame public UpdatePosition(){ //pseudo code this._catHead.position = this._torso.position + _torsoHeadDistance; this._catHead.rotation = this._torso.rotation; } } Basically I just want retain the same distance between both sprites in the group within the time. The problem is that I am not able to figure out the code which should be in UpdatePosition() method. I know it should be something with vectors and normalizing, but I already spent few hours solving this without success. Can someone point me closer to the solution, please? I start to be desperate... Thanks in advance!
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Hi, I need some help for Vector calculation... Here is a playground. I'm looking for the position between the camera and a mesh, but at a fixed distance before the mesh... Many thanks !!
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Hi, how do you get the velocity vector of a sprite? sprite.body.velocity is phaser point or as a vector, going from the 0,0 to the sprite. What I need is a velocity vector going from the sprite onward. I need then to multiply by -1 and add it to the sprite position to get a point behind it like this image Thanks
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I've created a new plugin for Pixi.js for rendering vector art called the pixi-omber-gltf2-vector plugin. To use it, you first export your vector art as 3d meshes in glTF 2.0 format. The plugin can then quickly render those meshes on-screen using WebGL. It has a number of advantages: Vector art results in smaller file sizes for large assets that makes use of transparency. I hope to later add support Draco mesh compression, which should make vector art competitive even for smaller-sized art. You can render on high resolution displays with no loss of detail You don't need to deal with making sure art assets fit within a multiple of 2 texture size or anything. Make your art any size and scale it to what you need This isn't your parent's vector graphics either: It's optimized for rendering using modern 3d graphics hardware. Everything ends up as 3d meshes that can be blasted to the screen quickly You can make use of advanced gradient features that let you make better looking art with more natural shading. You aren't limited to flat shading or boring linear gradients. Let me know what you think!
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So I'm having a bit of a rough time doing something that seems kinda basic. I've tried doing a lot of research, but I'm really kinda stuck on the higherarchy pixi uses to create vector images. I'm creating vector based UI for my game, and to do this, I need to make a square frame (like a picture frame with the center open); and then rotate said square 90 degrees so it's standing on one of its points like a diamond. Basically, my UI is going to be composed of a bunch of these square diamond icons. Thanks
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I'm looking to create an effect like this: https://codepen.io/allusis/pen/bJyud With CSS and HTML5, it looks like he was able to somehow able to animate the change in opacity of his vector line. I'm not really sure how I would achieve this same effect with PixiJS. Any suggestions?
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I try something pretty easy (I think) but I cant make it work. The want that the faces are aligned in their direction between two world space Vector3. The position on the screenshot is not correct but that's not the problem. I tried it with lookAt for the mesh and also played a bit around with RotationFromAxis from this example http://www.babylonjs-playground.com/#1QM99D#6 But its always not correct rotated, correct would it be when they are aligned along the edge between the two vertices where currently the feces are placed. Any suggestions?
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Greetings all - I've been working on an SVG editor and variations generator for some time, and I finally launched the beta this week - we have some really beautiful game art - over 500 of the CC0 pieces from Kenney.nl, and 400 of the best Glitch game art pieces - and more. The editor has over 33,000 graphics including a bunch of icons and emojis - and right now I'm offering a free upgrade to pro for game developers - the upgrade URL is https://www.kwippe.com/app.html#upgrade_beta - with the code betauser I would love any feedback or suggestions about how to make this app BETTER for game developers! I am a long time flash dev who morphed to JS about 5 years ago, and spent a while working on my first all gamified app using Pixijs last year. I've tried to add ways to edit SVGs as painlessly as possible, as working in Illustrator for hours on end tends to make my hand hurt! But there are many fixes and upgrades I plan to make to the app, so please realize it's just a beta.
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In unity they have transform.forward, right and up. The docs for unity say the forward is : 'The blue axis of the transform in world space.' using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float thrust; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); } void Update() { rb.AddForce(transform.forward * thrust); } } How would I do this in Babylon.... Yo @Deltakosh or ANYBODY How do we get the forward vector in Babylon... Would this work: /** The blue axis of the transform in world space. */ public static GetForwardVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 { var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force); return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Forward(), matrix); } /** The red axis of the transform in world space. */ public static GetRightVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 { var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force); return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Right(), matrix); } /** The green axis of the transform in world space. */ public static GetUpVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 { var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force); return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), matrix); } Also I saw some c++ code for getting forward vector using the quaternion, could I use this in babylon or SHOULD I even try use in Babylon ... Is there something already in Babylon for this: Vector3 Quaternion::GetForwardVector() const { return Vector3( 2 * (x * z + w * y), 2 * (y * x - w * x), 1 - 2 * (x * x + y * y)); } Vector3 Quaternion::GetUpVector() const { return Vector3( 2 * (x * y - w * z), 1 - 2 * (x * x + z * z), 2 * (y * z + w * x)); } Vector3 Quaternion::GetRightVector() const { return Vector3( 1 - 2 * (y * y + z * z), 2 * (x * y + w * z), 2 * (x * z - w * y)); } Or am I way off
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Hi guys, I'm trying to make 2D-shapes / 2D-sprites in my Canvas2D (ScreenSpaceCanvas) follow some sprites which are placed in my 3d world. For this, I'm using the BABYLON.Vector3.Project function as followed: However, this is the result: I've checked each of the arguments and they all contain valid values at the time of being called. I've also stumbled across this topic, which uses another 4th argument in the call, but I've had no luck trying it with that one either. Any ideas? Thanks in advance!
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Indie game art services. Affordable, professional. DesixStudios.com Professional game artwork and animation for indie prices. Experience with every 2D art style, from pixel art, vector art all the way to digitally painted work. Hundreds of extremely happy clients, multiple ongoing long & short-term projects. Working for individuals and companies, small and large tasks. Constant contact with you until you are 100% satisfied, happy to make adjustments to work. Email - [email protected] Full portfolio - http://desixstudios.com
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This is my current setup: .Player presses the Mouse button .A Ray is fired using Babylon and the players camera The intersection point (vector3) is sent to the server The server uses Cannon to do it's own intersection testing (Using the player's head hitbox(Same location as the camera client-side) as the origin point, and the vector3 from the client as the target point. Now, if I wanted the server to be a bit more authoritative when it comes to hit detection, I shouldn't send the point from Babylon, but rather a 'fire' command, and, somehow, calculate a point that Cannon can use for it's own testing. The server is aware of the position of the origin vector, and has the rotation of the player's physics body. Now, my math is worse than bad, so: Would it be possible to calculate a point, a fixed distance away, using only the origin vector and the direction in which the point should be placed? I've seen various posts and discussions about it, but I really don't quite get it. Oh. And I know aimbotting isn't impossible to prevent, but I feel like the above method, that I already use, makes a bit too easy to achieve.
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Hello, I am a 2D traditional animator. I can provide you with raster(.PNG) and vector(.SVG) files. I charge $15/Hr and am available 6 days a week for work. Here is my portfolio. Contact: [email protected] Thanks for reading: -Dom
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My new Phaser game Karate Burger | Salt Chef. Tap around character to control him. http://www.munchiegames.com/hamburger_games/karate_burger same Phaser game in webview, generated in Android Studio with Firebase addons https://play.google.com/store/apps/details?id=com.munchiegames.karate_burger
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The Grim Panda Design team is currently accepting new art and design projects. We have a team of experienced and seasoned 2D & 3D artists and animators who have provided assets for many of the best-selling mobile game companies on the market today. We work with any budget, large or small, and can quote prices on a project level, per-diem, or hourly. With the ability to work in vector, concept, and realistic styles, our team is dedicated to making your project come to life. The quality of your assets will be precise, clean, and look brilliant in your mobile IP. We pride ourselves on bringing your player into the world you have envisioned. Due to legal obligations with many of our clients, we cannot publicly post our complete portfolio. Please contact me at [email protected] for samples. Thank you, and we look forward to bringing your creative design to the next level.
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Hi, I’m Rob Hayes, a full time freelance game artist. With over 4 years of experience within the games industry I’ve worked in many areas of the 2D game development life cycle and have a love for exploring new styles and techniques to make the games I work on really stand out. From creating new styles and direction, to working with existing assets I can fit in well within your project. If you would like a quote or have any questions about my work or me, please get in touch at [email protected] You can find my portfolio at www.hayes2D.com www.hayes2D.com
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I have some vector art stuff, and i was wondering if anyone know any form to load vector art into phaser? I found some post like this : http://www.html5gamedevs.com/topic/2491-how-do-you-create-your-visuals/?hl=vector, but that post doesn't really answer my question. Thanks!!!!!
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I was writing up a tutorial and ended up making a vector library for it while explaining hit detection... https://github.com/Pryme8/Vector2 There are prolly tons of Vec2 Libs out there, but here is mine.
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Hello! I'm ah-tan, full-time freelance artist specializing in creating graphics/animation for 2D games. Check out my Portfolio / Sample Games / More / More You can contact at [email protected] Thanks
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Hello I got a 3dModel of an elevator. I trigger a button for it's position with the following code: myMesh.actionManager.registerAction(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, myMesh,"position.y",-2.6, 1000)) //down .then(new BABYLON.InterpolateValueAction(BABYLON.ActionManager.OnPickTrigger, myMesh,"position.y",0.001, 1000)); //up Witch works great! Accept when my char wants to get up again, he is falling through the ground, - the mesh. Few workarounds that come into my head, like check the state of the "event" an apply new gravity or new cam position. What's the easiest one? Any suggestions are highly appreciated! Best