Flying over a landscape
Car race with using physics engine
I don’t need my turtle classes anymore. After I run in more difficulties with the development my turtles I decided to take a new approach.
Now I use the functions of the transformations provided by babylon.
Paths will be rendered on every “run” randomly:
A crystalline landscape from the distant future (millions of years) in a strange galaxy where no human has ever been before… sounds like the beginning of an interesting night reading.
When you build that world, here is something to help you tell the STORY.
Hero Journey Design Pattern
Thank you for the the search criteria… Google spit me a ton of good ideas out! …
First I was stunned and lost in the floods of the internet, then I put on my magic mask and take a deep breath … finally after all I found a sign in front of me:
i found this remember good days
My first flower creation:
(It takes about 12 seconds in the browser to build the construction!)
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.
What does it mean?
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.
I’m glad you asked that, N! I was scared to do it. And thx for info, J-doggy!
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.
The code with svg in “25-hit” does nothing when you comment out the main responsible spots which are drawing the image.
Here is a playground which uses a svg as material for the texture of the ground:
materialPlane.diffuseTexture = new BABYLON.Texture(“https://upload.wikimedia.org/wikipedia/commons/0/0e/Ski_trail_rating_symbol-green_circle.svg”, scene);
you can also animate them https://www.babylonjs-playground.com/#IBAZWV#3
or dynamically color, scale or texture them … up to your imagination
I made this one a while ago:
bump, refraction etc. is based on simplex noise.