This weekend I decided to do a mini-game development marathon.
Apart from the fact that it is not yet feasible to use HAVOK on devices with iOS lower than version 16.4, I have achieved my goal.
Surely it has some bugs and as I have time I will improve it.
I hope you like it
----- EDIT -----
A quick workaround not so cool working without Physics usign MoveWithCollisions and DeltaTime.
This should be compatible with all devices (including crapping old Apple devices)
Also I would still like to improve the optimization.
Ha, this is awesome
Can you add some rockets and miniguns?
When I was little we had this:
So I was very excited to see it implemented in Babylon.js (Was wondering why physics is needed in a card game TBH)
And then I found out that it’s not this game, but is still awesome!
Thanks for sharing
We played with cards, soccer, rope jump, hide-and-seek…
Now let’s see who takes the children off the screen.
— NEW UPDATE —
I´ve decided to add some more objects and functions in the version without Physics.
I have also tried the wonderful Yuka library cc @labris, it´s easy to implement, easy to understand and greatly simplifies the animation work.
I definitely recommend it to anyone who wants to improve the animation options in their apps.
I love the music, so relaxing!
Thank you so much @sebavan
These exercises are very useful to study and further develop the workflows between Unity - 3dsMax - BJS
I’m still impressed with the potential of BabylonJS
@PirateJC do your thinggy with this one
Thanks @sebavan @PirateJC
The most complete demo is this one, I’m not using physics but it’s compatible with all devices:
@DRLeria - This is awesome! Are you on twitter? Happy to throw some love your way from the Babylon account!
Yes, i´m on Twitter but i don´t use it too much.
Here it´s my account
I really like the look, and it’s fun to play. Some contact shadows or ambient occlusion (baked into the albedo map) would be an easy score if you have access to Arnold.
I’ve added baked lightmap just in the floor, maybe I’ll try to bake the buildings.
I avoid to use Real-time Ambient Occlusion to have the better performance in all devices
Baked Lightmaps in buildings and floor.
If I´ve enough time, i´ll try to improve the lighting design, now it has clearly gained a lot of quality.
Thanks for your suggestion!
The game reminded me of “Hey Taxi!”, a game for the good old Commodore 64
C64 Longplay - Space Taxi - YouTube