Comments (4)
Hi, thanks for the kind words!
Let's see, you mean using the brand new ES6 version I pushed like yesterday right? And do you mean the Babylon.js particle system? If so, then I think the steps to be aware of are:
-
make sure your project has babylon as a dependency
i.e.npm i --save @babylonjs/core
-
In your JS, import the specific babylon module:
import { ParticleSystem } from '@babylonjs/core'
console.log(ParticleSystem)
I think that's all there is to it.. but I think Babylon has several different particle systems, and I don't know the details on how they're imported or used.
Does that help?
from noa.
PS: if you don't want to mess with granular imports, you may find it easier to do:
import * as BABYLON from '@babylonjs/core'
window.BABYLON = BABYLON
at startup, and then I think you should be able to just reference BABYLON.Mesh.whatever
like before.
from noa.
sorry I think you misunderstood me , I have been using your engine for a week now , I added NPC and FOG and a watermesh , so your engine is running fine , wath Im trying to do is make the blocksmoke particles collide with terrain .how would I proceed with that
from noa.
Ah, I understand now. Noa doesn't have any particular features related to particles. If you're starting from scratch, I believe Babylon has some particle modules or similar - it's a really full-featured 3D engine. Or, if you mean are already working with particles but you need to make them collide with terrain, the basic answer would be to change their position update function to check terrain when they cross a voxel boundary - the function to do that is:
noa.world.getBlockSolidity(x, y, z)
Does that help any?
from noa.
Related Issues (20)
- Is there any way to use this as an es6 module? HOT 10
- Support gamepad input
- Outdated comment + note on blockMesh registration HOT 2
- Alpha blended mesh ordering issue HOT 2
- Terrain remeshing bug when block is neither solid nor opaque HOT 3
- Custom voxel occasionally leaves one side after removal. HOT 4
- UV offsets wrapping at edges of blocks HOT 2
- object meshing bug HOT 6
- Meshing with non-opaque blocks is incredibly slow + block textures with alpha dont work HOT 4
- custom renderMaterial performance (for animated textures) HOT 2
- Supporting noa HOT 2
- Does NOA support child meshes? HOT 3
- webgpu? HOT 2
- How to define new objects in NOA engine. HOT 5
- Optimal octreeBlockSize
- What is the best way to manually build worlds? HOT 2
- render all blocks even if covered HOT 1
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- refresh the registry on the go HOT 2
- Making a set world.
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from noa.