Examples from the playground

That worm isn’t me, though :stuck_out_tongue:

https://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons

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That #304 Lunar Lander (missing topbar gui) or #303 (better topbar but warning-filled gui)… is actually the same series as the Space Taxi thing: #220

Editions 210+ started working on various tumble-recovery and Station Keeping Auto Pilot (SKAP) which didn’t need the model turned-on.

I don’t have a version where the ship-model is used WITH the particles ON, but the thrusting is still happening, and activating particles, easy. I haven’t decided WHERE on the ship model… to place the thruster ports. Besides, auto-pilot is MILES from done and NASA mathematicians are ignoring my calls :slight_smile:

Actually, 220 DOES have particles, but since gui is broken in that version, can’t use them. But try MANY control arrows and shifted arrows… you’ll see the ports come alive. Also shifted and control numeric keypad stuff. 220 is in auto-tumble… being prepared for SKAP tests.

That system is made to allow ANY model to be parented to the physics “lander box”… and then simply adjust the locations of the 24 thrusters… to match the new model (such as a flying motor-coach a-la Spaceballs). Generally, we would set lander box to same size as model bounding box, set box invislble, parent model to box, adjust thruster locations and power… done.

ahh, interesting subject! I’d go topic-wandering WITH you about that, and all sorts of spacecraft things, especially over-shoot problems in the math of auto-pilot and rotation-nulling, but, a few people are leaning on me… regarding topic-drifting/cluttering. I barfed quite a bit of fluff in my previous post, already. :slight_smile: (refuel at a nude beach?) :slight_smile: ahem.

Meantime, here’s a PG DB search for ropeImpostor || clothImpostor, a couple of new features of AmmoJS physics engine, and their cool new impostor methods… addAnchor and addHook. Someone has created some tasty testing playgrounds. Thanks, whomever!

Oh God, more opportunity for topic drift. heh

All 3 of our physics engines will do gravity wells and magnetic fields and simlar. Ya just gotta code it. :slight_smile: YOU decide when the gravitational pull of a planet/other force… starts pulling on your craft… but its always done with .setLinearVelocity() and setAngularVelocity()… and applyForce. Lin/Ang damping is also available (friction).

In a spherical craft… I would think the poles are still important, as well as “up-right-ness” with any planet you are orbiting.

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Wow, there’s an official extension for Digital rain and a ocean as well… That’s amazing I had no idea there were these extensions: Babylon.js Documentation

added up and down… it was bothering me :smiley:

https://www.babylonjs-playground.com/#04S6Q5#5

https://www.babylonjs-playground.com/#ACPMQL#2
How to handle portals.

I stumbled across this and was impressed

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When you build that world, here is something to help you tell the STORY.

Hero Journey Design Pattern

https://www.google.com/search?q=hero+journey+visualized+pattern&safe=active&tbm=isch&source=iu&ictx=1&fir=mHm_IlkcDldxEM%253A%252CvEFhk-Io_p3AZM%252C_&vet=1&usg=AI4_-kTr_C0XezPWW5vnZw8rTAoui2s3Nw&sa=X&ved=2ahUKEwjrruDrlN3jAhWOLs0KHXWKCf0Q9QEwAHoECAUQBg#imgrc=mHm_IlkcDldxEM:

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i found this :slight_smile: remember good days

https://www.babylonjs-playground.com/#1U5GPV#65

image

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I should give a try to redesign it with an immutable SPS. Maybe it would keep at 60 fps anyway because no instance matrix/frustum recomputation each frame.

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https://doc.babylonjs.com/how_to/solid_particle_system#create-an-immutable-sps

An immutable SPS is a non-updatable mesh programatically built from different subparts called the solid particles.
Whatever immutable or not, it’s a final single mesh and not a bunch of instances.

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I’m glad you asked that, N! I was scared to do it. And thx for info, J-doggy!

Anyway, near the end of this slightly-aged thread, DeltaCommando made a 25-hit playground that is… just SO WEIRD (and probably powerful)… that it HAD TO BE included here.

Possibly, FIREFOX ONLY. Failure reports have been heard from Chrome and IE. Not sure about others.

I never expected to ever see new Blob in a BJS scene, but there it is… and it seems to be doing something useful!

There’s security walls surrounding stuff in the Context2D imageBuffer area of JS-land… and I have never understood them very well. Can this paint-on SVG system… be used for GUI ImageControls and backgrounds for other controls? (Helpers can PM me about that, so the thread doesn’t wander, thx)

There’s plenty of fun reading with a forum search for SVG. I don’t know WHY I’m so interested in decals and other paint-onto-texture stuff, but I am. (possibly-easier backgrounds for dashboard/HUD meters, gauges, radars, scopes, panels, etc)

A recent feature request caught my eye, too. More talk of SVG used for GUI, yum. I might go over there and beg them guys to teach me what-the-heck they are talking about. :slight_smile:

excellent ! :blush:

you can also animate them https://www.babylonjs-playground.com/#IBAZWV#3
or dynamically color, scale or texture them … up to your imagination :wink:

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https://www.babylonjs-playground.com/#IBAZWV#4

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I made this one a while ago:

https://www.babylonjs-playground.com/#NGH9FM#27

bump, refraction etc. is based on simplex noise.

cheers

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thank you! :slight_smile: but i have to mention that this is based on a lot of other work:
e.g. base noise shader:

I also put together a small demo with matcaps:
https://www.babylonjs-playground.com/#NGH9FM#22

(this in turn is based on the following work of others (thank you):

cheers

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https://www.babylonjs-playground.com/ts.html#3BIQ4K#2 is drivable :slight_smile:

WASD , ARROWS And GAMEPAD Controls (Triggers for Gas And Brake… Spacebar and X or Square for handbrake)

Note: Its still a very early prototype for my Drive Game (We still working camera jitter) :slight_smile:

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really impressive !
excellent :slightly_smiling_face: