With all those canons everywhere, I wouldn't dare attack this Pirate Fort !!!
@McWickyyyy3 жыл бұрын
This video is really helpful and I love your energy. You have a very similar programming style to me so very easy to follow Thankyou!
@DavidFitzgibbon4 жыл бұрын
This was great Jason, thanks! Content I'd love to see is on file management. I love the sandbox, but where can I save my work and be able to find it later without remembering the url? If i have a large project locally, can I import it to make use of the sandbox? Or even how would you work on a large, multi-file project?
@Spikey8d3 жыл бұрын
This is perfect for what I was trying to work out! Thanks.
@arielgimenez_954 жыл бұрын
HELLO you could do a tutorial doing a comparison of babylon.js with unity3D I would like to be shown. What is the ready function in babylon.js? what is the update function in babylon.js? what is the physicsUpdate function in babylon.js? how to handle events for example when a body enters? manage nodes by groups. search nodes in the scene. create a timer or handle coroutines for example to trigger how to develop a project using object oriented programming? There are rigid, static, kinematic bodies in babylon.js? special functions for rigid bodies? special functions for kinematic bodies? differences between unity and babylon in a project. I hope you can answer some of these questions and I have several more ... Greetings.
@gregohnoes16 күн бұрын
could you create a metadata prop with the animation group name on the canon mesh instead of a mapping?
@olivierarguimbau65378 ай бұрын
Cool
3 жыл бұрын
That logo animation always reminds me of the gamecube
@gergelysanta42394 жыл бұрын
My content idea: how to use two separate models together with animation. E.g cyclists hops onto a bike and rides it ( where the bike and cyclist are two separate gltf models)
@jamesjosephsewell10944 жыл бұрын
why not just create a cannon class and make instances of it?
@BabylonJSEngine4 жыл бұрын
That's absolutely a viable option as well! Main reason I went this way is to show the cloning capabilities as well as the ability to rip apart animation groups and reuse the animations inside of them. But going the class route is definitely a solid alternative method!
@gergelysanta42394 жыл бұрын
I love this video!
@aryanattitude3 жыл бұрын
This is cool Jason ! Have a quick question, why don't we add cannonAnimationGroupClone as a property to cannonClone itself ? And access it on mesh (cannon) click like topParent.animationGroup.play(); This will save looping through scene animationGroups on every click. Thoughts?
@BabylonJSEngine3 жыл бұрын
Yes! This is totally doable! An excellent suggestion! There are so many different ways to accomplish something. We often present ones that we perceive as the easiest to teach, which are not necessarily the most efficient. So excellent suggestion! This would definitely work!
@bangonkali4 жыл бұрын
Another awesome content! Thanks guys. 75? That escalated quickly 😅
@BabylonJSEngine4 жыл бұрын
LOL yeah it did!!!
@DerPylz4 жыл бұрын
Super cool tutorial! Do you play Sea of Thieves, by any chance? :D
@BabylonJSEngine4 жыл бұрын
Oh yeah! Pirate Legend for the win!!!!!
@DerPylz4 жыл бұрын
@@BabylonJSEngine Awesome, I'm still on my way towards pirate legend. See you on the seas!
@GarronArgentina4 жыл бұрын
How to make a Animation Groups loop?
@BabylonJSEngine4 жыл бұрын
Any animation can be set to loop...You can find more info and examples here: doc.babylonjs.com/babylon101/animations#basic-animation
@GarronArgentina4 жыл бұрын
@@BabylonJSEngine I check it out. I just have to pass true as parameter
@j.c64274 жыл бұрын
👍
@jokybones4 жыл бұрын
I hope he played Assasins creed Black Flag maybe the best Pirate game out there
@forloveofpirates4 жыл бұрын
AMAZING game! Simply the best Pirate Game!
@jokybones4 жыл бұрын
@@forloveofpirates Aye!
@abhisekhbiswas43503 жыл бұрын
question: in line 80, if we have: cannonAnimationPairings[cannonClone.name] = cannonAnimGroupClone; instead of: cannonAnimationPairings[cannonClone.name] = cannonAnimGroupClone.name; Then we wont have to iterate through all animations to search correct animation. And so we can discard for loop at line 97. And just have : animationToPlay.play(); Is there any specific reason why you did not do this?
@BabylonJSEngine3 жыл бұрын
Nope no reason, just a different way of doing it. Your way works great too! That's one of the fun things about Babylon.js...there's usually multiple ways to accomplish something.