GameMonetize Posted June 8, 2017 Share Posted June 8, 2017 EXCELLENT! jerome 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted June 8, 2017 Author Share Posted June 8, 2017 better resolution but bigger terrain : 300 x 300 quads ... big LOD in the distance ([4, 3, 2, 2, 1, 1, 1, 1]) and more detailed map : 2000 x 2000 points, so 4 millions of coordinate triplets http://www.babylonjs-playground.com/#FJNR5#130 I suppose this fulfills the requirement about the ability to depict things miles away in the distance JohnK and Wingnut 2 Quote Link to comment Share on other sites More sharing options...
jerome Posted June 9, 2017 Author Share Posted June 9, 2017 First non-working attempt with the water material (no idea why) : http://www.babylonjs-playground.com/#FJNR5#132 Quote Link to comment Share on other sites More sharing options...
jerome Posted June 9, 2017 Author Share Posted June 9, 2017 with an auto LOD according to the cam altitude : http://www.babylonjs-playground.com/#FJNR5#133 Quote Link to comment Share on other sites More sharing options...
jerome Posted June 9, 2017 Author Share Posted June 9, 2017 WIP : now with another flat terrain depicting the sky : http://www.babylonjs-playground.com/#FJNR5#138 Quote Link to comment Share on other sites More sharing options...
jerome Posted June 9, 2017 Author Share Posted June 9, 2017 And now, ladies and gentlemen, some water reflection : http://www.babylonjs-playground.com/frame.html#FJNR5#142 I had to increase a little a sea level (weather warming or light reflection or both) Quote Link to comment Share on other sites More sharing options...
jerome Posted June 9, 2017 Author Share Posted June 9, 2017 Last for today, no water reflection but high speed :http://www.babylonjs-playground.com/frame.html#FJNR5#143 (one of my favorite with smooth reliefs : http://www.babylonjs-playground.com/#FJNR5#144 ) javalang and GameMonetize 2 Quote Link to comment Share on other sites More sharing options...
jerome Posted June 9, 2017 Author Share Posted June 9, 2017 and with this one, you can fly over the clouds : http://www.babylonjs-playground.com/#FJNR5#148 JohnK 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted June 13, 2017 Author Share Posted June 13, 2017 This flight simulator demo is now continued here http://jerome.bousquie.fr/BJS/demos/flightSim.html in order to not pollute the PG. The code is commented and can easily be copied in the PG if people need to make their own tests. hunts 1 Quote Link to comment Share on other sites More sharing options...
hunts Posted June 13, 2017 Share Posted June 13, 2017 On 09/06/2017 at 5:13 PM, jerome said: and with this one, you can fly over the clouds : http://www.babylonjs-playground.com/#FJNR5#148 I tried this demo on my tablet and computer, it's so slow, anyway to optimize it? Quote Link to comment Share on other sites More sharing options...
jerome Posted June 13, 2017 Author Share Posted June 13, 2017 How many FPS and what browser please ? hunts 1 Quote Link to comment Share on other sites More sharing options...
hunts Posted June 13, 2017 Share Posted June 13, 2017 i get like 10 - 7 fp Quote Link to comment Share on other sites More sharing options...
jerome Posted June 14, 2017 Author Share Posted June 14, 2017 I just updated it so there are a little less terrain computation ... but GUI computations added I add the same issue than yours a couple of days ago although the scene was unchanged (FPS drop). After profiling, I discovered that my browser was suddenly unable to optimize the terrain code for no visible reason. I just upgraded my browser to the latest version (chrome 59) and it worked back at 60 fps. FF may be a bit slower on my machine but it's always more than 45-50 fps anyway. Quote Link to comment Share on other sites More sharing options...
Mads Wolff Posted August 13, 2017 Share Posted August 13, 2017 Hi Jerome. I love this extension! Thanks a lot. I am using it for a hobby project where I need a finite square world. In the screenshot below i have populated my square world with pine trees, but the map continues infinitely in all directions: In the documentation you state that "by default, the terrain sees the map as infinite". Is there a way to prevent this? I would like to show the map only once with no repeating at the edges. Is that possible? Quote Link to comment Share on other sites More sharing options...
jerome Posted August 14, 2017 Author Share Posted August 14, 2017 Just add your own limits ... the terrain moves with the camera, so bound the camera movements for instance : if cam.position.z > zLimit then camera.position.z = zLimit Quote Link to comment Share on other sites More sharing options...
Mads Wolff Posted August 14, 2017 Share Posted August 14, 2017 Thanks Jerome. Using that approach I can prevent the user from looking at or exceeding the edges of the world, which might be a solution for me. But I am trying to make some kind of 3rd person strategy game where it is possible to zoom all the way out and see the whole world surrounded by nothing but transparency. Like this: Or even better with a base like this: I need the world to get cropped at the edges while retaining the ability to zoom and pan freely. I can't see this is possible with your approach or am I missing something? Quote Link to comment Share on other sites More sharing options...
jerome Posted August 14, 2017 Author Share Posted August 14, 2017 Actually the dynamic terrain uses a not that big mesh in order to depict huge landscapes by moving and morphing it according to the camera movement. In your case, you seem to need to display a static terrain, some kind of a part of a landscape if I understand well. Your terrain doesn't seem to need to move with the camera. I think the best tool in this case is not the dynamic terrain but an updatable GroundMesh that you would morph according to your data. Quote Link to comment Share on other sites More sharing options...
Mads Wolff Posted August 15, 2017 Share Posted August 15, 2017 You are right - I fell a bit stupid. I started out using the native GroundMesh, but had much better performance using your extension. Maybe I should play around a little more with GroundMesh and add some LOD settings. Quote Link to comment Share on other sites More sharing options...
jerome Posted October 10, 2018 Author Share Posted October 10, 2018 The DynamicTerrain extension has just been updated. For now, no new feature but a big code refactoring and optimization like the one that was made recently for the SPS. Works with BJS 4+ (should also work with 3.3 as well) Dad72 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted October 10, 2018 Author Share Posted October 10, 2018 Some little new features to come in the next few days (I hope) Quote Link to comment Share on other sites More sharing options...
jerome Posted October 11, 2018 Author Share Posted October 11, 2018 Here are the two new features : - the parametric terrain position from the camera, instead of the camera hooked mandatorily to the terrain center - the ability to restrict the perimetric LOD computation, when enabled, to some terrain sides only. Example : the camera flights and looks only straight ahead so no need to set a perimetric LOD on the terrain lower side, neither on left and right sides. The upper distant side is enough. https://github.com/BabylonJS/Extensions/blob/master/DynamicTerrain/documentation/dynamicTerrainDocumentation.md#camera-position demo PG to come soon GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted October 11, 2018 Share Posted October 11, 2018 YOu rock! jerome 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted October 12, 2018 Author Share Posted October 12, 2018 Little uncomplete demo of a bat flight simulator in a cave : http://jerome.bousquie.fr/BJS/test/cave.html 2 dynamic terrains, one inverted V!nc3r, Boz, Dad72 and 3 others 6 Quote Link to comment Share on other sites More sharing options...
Guest Posted October 12, 2018 Share Posted October 12, 2018 excellent! Quote Link to comment Share on other sites More sharing options...
jerome Posted October 15, 2018 Author Share Posted October 15, 2018 Just having an idea about an extra feature for the dynamic terrain : a solid particle map data. ... The possibility to set solid particles in the terrain from a map of data : here, here and here, set a house, there, there and there set a tree, etc. Describe positions of objects in the map and they will dynamically be set on the terrain when flought over by the camera if I can achieve such a thing of course ... coolroar and V!nc3r 2 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.