iiceman
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iiceman last won the day on May 8 2016
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iiceman reacted to a post in a topic: 2D, 3D Wave simulator
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iiceman reacted to a post in a topic: Inspector v2.0
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iiceman reacted to a post in a topic: Babylon.js v3.3 is out!!!!
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Dieterich reacted to a post in a topic: Using onClick event with Babylon.js
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iiceman reacted to a post in a topic: Limiting free camera movement up or down
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BabylonJS + Colyseus Multiplayer Boilerplate UPDATED
iiceman replied to inteja's topic in Announcements
@Nodragem you can open the console and open a new tab. you will see an entry that a new player joined, but that's all it does in the live demo, I think.- 3 replies
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- multiplayer
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NasimiAsl reacted to a post in a topic: Putting Text in my Game
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iiceman reacted to a post in a topic: Playground saved scenes hosed
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iiceman reacted to a post in a topic: geometry Builder product design
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NasimiAsl reacted to a post in a topic: Playground saved scenes hosed
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I can confirm that it doesn't work anymore. I saw the following errors in my console: VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:1725 GET https://babylonjs-api2.azurewebsites.net/snippets/8BYZ34/0 500 (Internal Server Error) checkHash @ VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:1725 run @ VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:1734 (anonymous) @ VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:1797 t._invokeFactory @ VM59 loader.js:1 t.complete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._resolve @ VM59 loader.js:1 s.defineModule @ VM59 loader.js:1 o @ VM59 loader.js:1 (anonymous) @ VM108 editor.main.js:7 t._invokeFactory @ VM59 loader.js:1 t.complete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._onModuleComplete @ VM59 loader.js:1 s._resolve @ VM59 loader.js:1 s.defineModule @ VM59 loader.js:1 o @ VM59 loader.js:1 (anonymous) @ VM109 editor.main.nls.js:7 VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:803 Uncaught TypeError: scripts[(index - 1)].trim is not a function at loadScriptFromIndex (VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:803) at XMLHttpRequest.xmlHttp.onreadystatechange (VM72 ec2d630ffa49fdb7e8f1337b92361b9e67169777.js:1713)
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iiceman reacted to a post in a topic: Dancing in tracksuit pants
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iiceman reacted to a post in a topic: Cryptovoxels - an ethereum based virtual world
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JackFalcon reacted to a post in a topic: Cylinder between two points
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JackFalcon reacted to a post in a topic: Cylinder between two points
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Here the fixed version (setPivotMatrix with the new optional parameter postMultiplyPivotMatrix set to false) of the example that JohnK mentioned: http://playground.babylonjs.com/#191SVM#12 And here my fixed playground, with no more need for negative angle: https://www.babylonjs-playground.com/#1RWE59#134 @JohnK I compared the two playgrounds and realized I had used the wrong order when calculating the cross product. Thanks for the hint!
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Mapping dots to facets or particles to vertices
iiceman replied to JohnK's topic in Questions & Answers
Remember the fun we had with particles back then: Maybe you could use the 2D particles and control them to cover the model using the vertext data... I mean we had a cool möbius strip (http://www.babylonjs-playground.com/#2KOEWJ#9) back then so placing them statically on some fixed positions should also be possible, right? -
Dang, somehow I still can't get it to work: https://www.babylonjs-playground.com/#1RWE59#131 It's always off. Any idea what I am doing wrong? Edit: happens with the original playground, too, if I change the values: https://www.babylonjs-playground.com/#1RWE59#132 Edit 2: Never mind, I think I got it now: https://www.babylonjs-playground.com/#1RWE59#133 Seems like the calculation of the angle was not quite correct. I now use acos of the dot product and then the negative angle. I have no idea if that's really correct, but it passed my tests var angle = Math.acos(BABYLON.Vector3.Dot(v1, v2)); cylinder.rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, -angle); I read something about the arc cos here http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/index.htm, and then did the rest by some old fashioned trail and error. Let me know if I did it wrong and just got lucky somehow Edit 3: that those things look like penises is totally unintended!
- 49 replies
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- cylinder
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I see I see, so a fixed bug it, thanks alot for the quick reply guys!
- 49 replies
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Wingnut reacted to a post in a topic: Cylinder between two points
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Hey guys, long time no see! I have been pretty busy and didn't have time to have fun with BabylonJS, but I had an idea that I wanted to try out. Therefor I need to connect two points with a cylinder, just as described in this thread, but for some reason all the playgrounds seem broken. I remember it worked just fine back then but now the cylinder is always off and doesn't connect the sphere (here for example: http://www.babylonjs-playground.com/#1RWE59#12). Anybody got an idea whats causing the behavior? Is it a bug, a fixed bug or a feature? And even more important: how do I get the desired result nowadays? Hope somebody can help, thanks in advance!
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Best way to render a large mesh? or otherwise implement fog of war
iiceman replied to Shb's topic in Questions & Answers
A playground would be nice. I would love to see how you use vertex transparency to implement Fog of War. I thought about how to do it a while ago bit didn't have a good idea yet. I wanna see how you do it. Splitting the mesh in submeshes might be easy: 'You can speed things up by subdividing your mesh into submeshes using mesh.subdivide(x) where x is the number of submeshes you want.' (source: https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees#optimizing-collisions-and-picking) ... but not sure if submeshes work with those Occlusion Queries. -
JackFalcon reacted to a post in a topic: Retrieving rotation after mesh.lookAt()
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paleRider reacted to a post in a topic: need a sample for dragging and collision detection implemented by actionmanager
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Looks cool, good job! I really like the graphic style!
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Introducing better shadows with Exponential Shadow Maps
iiceman replied to GameMonetize's topic in Announcements
Awesome! Thats really huge! (as DK likes to say) Especially the self-shadowing, that has been bugging me for a while! I have to try that out as soon as possible! (*feeling*excited*) -
Awesome! Updated one of my old playgrounds right away to try things out and found it right away with the new search (search performance is really good, too!)
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I don't think you can prevent the user from moving the point... would be horrible if java script was allowed to do that, right?
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Canvas2D ScreenSpaceCanvas behind 3d scene
iiceman replied to royibernthal's topic in Questions & Answers
Seems like you can specify a renderingGroupID: http://babylonjs-playground.com/#272WI1#79 (found here: https://github.com/BabylonJS/Babylon.js/blob/0e1d4095b2e99b833f0a6f664e8495dbbf69f65d/dist/babylon.2.5.canvas2d.d.ts#L660) -
Looking good again, thanks for the quick fix!
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@JimmyBuchman I am not sure what you mean by layer by layer... like that: http://www.babylonjs-playground.com/#XALW2#13 -> click spheres (has a bug, sometimes if you click them in the wrong order it draws a wrong connection)