GameMonetize Posted October 5, 2015 Share Posted October 5, 2015 For heightmap support, this is just a matter of adding it. The physics plugin model can handle it easily (I have no time for this so far but perhaps @Temechon or @raanan can help with it?) Wingnut and iiceman 2 Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted October 6, 2015 Author Share Posted October 6, 2015 Still working hard , I can t resist to show this video. I have now wrap 3 joints , a kind of simple hinge, a motor / transmission, and a kind of slider. https://www.youtube.com/watch?v=0qBCkL3QPw4 iiceman, adam, jerome and 2 others 5 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 6, 2015 Share Posted October 6, 2015 Hey Sam, do you plan to contribute it back to bjs> it could be huge:) altreality 1 Quote Link to comment Share on other sites More sharing options...
altreality Posted October 6, 2015 Share Posted October 6, 2015 YES, please do Sam. I already want to use that piston like action on the wheels in the last video, for the driving cranks of the wheels of my model steam engine. Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted October 6, 2015 Author Share Posted October 6, 2015 @deltakosh : that's the plan GameMonetize and Dad72 2 Quote Link to comment Share on other sites More sharing options...
RaananW Posted October 7, 2015 Share Posted October 7, 2015 I was planning to update the cannon plugin to the newest version, which is not working with Babylon at the moment. I'll take the time to investigate height maps and see what can be done. Would be a nice 2.3 feature :-) Dad72 and Wingnut 2 Quote Link to comment Share on other sites More sharing options...
davrous Posted October 7, 2015 Share Posted October 7, 2015 Wow! This new video is awesome! We definitely need to work together Samuel. Samuel Girardin 1 Quote Link to comment Share on other sites More sharing options...
adam Posted October 7, 2015 Share Posted October 7, 2015 Can someone provide a link to the source of this C++ physics library? Thanks Quote Link to comment Share on other sites More sharing options...
adam Posted October 7, 2015 Share Posted October 7, 2015 I finally saw this. (it's not not bullet) https://github.com/bulletphysics/bullet3 altreality 1 Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted October 14, 2015 Author Share Posted October 14, 2015 Heightmaps work ! https://www.youtube.com/watch?v=ANaYwmxrt8M I will release release a beta in 2 weeks I think. iiceman, Dad72, jerome and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted October 14, 2015 Share Posted October 14, 2015 Woaw, it is excellent. Samuel Girardin 1 Quote Link to comment Share on other sites More sharing options...
KosLooney Posted October 14, 2015 Share Posted October 14, 2015 Looks awesome. Nice job:) Offtopic:I have looked at the oimo.js terrain demo and it uses a lot of spheres to simulate the heightmap.Visualized it looks like this: Translated to babylonjs it would be something like:var groundMaterial = new BABYLON.StandardMaterial("ground", scene); groundMaterial.diffuseTexture = new BABYLON.Texture("textures/earth.jpg", scene); groundMaterial.wireframe = true; BABYLON.Mesh.CreateGroundFromHeightMap("ground", "textures/worldHeightMap.jpg", 200, 200, 16, 1, 20, scene, false, function (ground) { ground.material = groundMaterial; var vertices = ground.getVertexBuffer(BABYLON.VertexBuffer.PositionKind)._data; var radius = 100; var sphere = BABYLON.Mesh.CreateSphere("Sphere0", 32, radius, scene); sphere.isVisible = false; for (var i = 0, j = 0, l = vertices.length; i < l; i++, j += 3) { var newInstanceSphere = sphere.createInstance("Sphere_" + i); newInstanceSphere.position.x = vertices[j]; newInstanceSphere.position.y = vertices[j + 1] - (radius / 2); newInstanceSphere.position.z = vertices[j + 2]; newInstanceSphere.isVisible = false; //true to see spheres newInstanceSphere.freezeWorldMatrix(); newInstanceSphere.setPhysicsState(BABYLON.PhysicsEngine.SphereImpostor, { move : false, mass : 0, restitution : 0.6, friction : 0.7 }); } }); Samuel Girardin 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted October 14, 2015 Share Posted October 14, 2015 sa race ! Samuel Girardin 1 Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted October 14, 2015 Author Share Posted October 14, 2015 this one is with cubes and spheres. https://www.youtube.com/watch?v=KVHg_ppkpdQ Dad72 and jerome 2 Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted October 14, 2015 Share Posted October 14, 2015 This physcis engine is trully impressive ! Dad72 1 Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted October 14, 2015 Author Share Posted October 14, 2015 I'd like to be able to code this kind of engine. As I already said I' m only the translator in this job. This engine is really well coded , platform independant. And the guys from emscripten are doing a really impressive job. After that, it's 'only' a question of 'pointers' between c++ port to js and ts/js files. Really interesting job. altreality 1 Quote Link to comment Share on other sites More sharing options...
altreality Posted October 15, 2015 Share Posted October 15, 2015 This looks like the Bullet physics engine? I have worked a bit with it in C++. Its very stable. There seems to be no jitter in the javascript port, once an object has settled on another object. Quote Link to comment Share on other sites More sharing options...
KevinBLT Posted October 16, 2015 Share Posted October 16, 2015 Looks really good for me! :-) Great work! Quote Link to comment Share on other sites More sharing options...
altreality Posted October 18, 2015 Share Posted October 18, 2015 Hi Samuel, Please do let me know if you need any help in porting Bullet to BabylonJS. I would love to contribute to this effort. I think Ammo.js is also a similar port of Bullet into Javascript. Quote Link to comment Share on other sites More sharing options...
reddozen Posted October 18, 2015 Share Posted October 18, 2015 altreality,If you look at his first post, this is not bullet or any derivative there of. Quote Link to comment Share on other sites More sharing options...
adam Posted October 18, 2015 Share Posted October 18, 2015 altreality,If you look at his first post, this is not bullet or any derivative there of. Read it agian. "not not" means it is bullet Quote Link to comment Share on other sites More sharing options...
reddozen Posted October 18, 2015 Share Posted October 18, 2015 Read it agian. "not not" means it is bullet Double negatives are not valid statemnts in english. This is most likly a typo. Google "not not" and bullet physics. there is not a javascript version of bullet named "not not". The emscription of bullet into javascript is ammo.js. This is an un-named C++ physics engine. Sam has not mentioned which one specificially it is. Quote Link to comment Share on other sites More sharing options...
adam Posted October 18, 2015 Share Posted October 18, 2015 Double negatives are not valid statemnts in english. Double negatives are often used in english to be funny. He was making a joke. It is Bullet Edit: I'm starting to have doubts. Sam, please confirm that this is Bullet. Quote Link to comment Share on other sites More sharing options...
adam Posted October 18, 2015 Share Posted October 18, 2015 It is odd though that he wouldn't use Ammo.js. Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted October 18, 2015 Author Share Posted October 18, 2015 so, Bullet or no Bullet ? It's not bullet ! I swear ! and I can't for the moment reveal the name of this open source physic engine. sam altreality 1 Quote Link to comment Share on other sites More sharing options...
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