Forum

User posts v3ny
22 October 2017 21:04
Hey Will,

There is a new function feature in the logic nodes in 17.10.. you can create re-usable functions and call them.
21 October 2017 04:26
function lowQset() {

m_storage.set("quality", "LOW");

setTimeout(function() {
    window.location.reload();
}, 100);

}

function highQCset() {


  m_storage.set("quality", "MED");

  setTimeout(function() {
      window.location.reload();
  }, 100);

}
function highQset() {


  m_storage.set("quality", "HIGH");

  setTimeout(function() {
      window.location.reload();
  }, 100);
}

function ultraQset() {

  m_storage.set("quality", "ULTRA");

  setTimeout(function() {
      window.location.reload();
  }, 100);
}
21 October 2017 04:25
exports.init = function() {

  quality = m_storage.get("quality");

  if (!quality) {
      quality = DEFAULT_QUALITY;
      m_storage.set("quality", quality);
  }

    switch (quality) {
    case "LOW":
        var qual = m_cfg.P_LOW;
        break;
    case "MED":
        var qual = m_cfg.P_CUSTOM;
        break;
    case "HIGH":
        var qual = m_cfg.P_HIGH;
        break;
    case "ULTRA":
        var qual = m_cfg.P_ULTRA;
        break;
    }

m_cfg.set("quality", qual);

if (quality == "LOW") {
m_cfg.set("enable_outlining", "true");
}

if (quality == "MED") {
m_cfg.set("allow_hidpi", "false");
m_cfg.set("antialiasing" , "true");
//m_cfg.set("precision" , "false");
//m_cfg.set("smaa", "false");
m_cfg.set("ssao" , "false");
m_cfg.set("bloom" , "false");
m_cfg.set("god_rays" , "false");

}

  m_app.init({
      canvas_container_id: "main_canvas_container",
      callback: init_cb,
      physics_enabled: true,
      show_fps: true,
      alpha: false,
      autoresize: true,
    });

}
21 October 2017 04:20
You can't write files with javascript.. only way is to use storage module.
https://www.blend4web.com/api_doc/module-storage.html

I use it to set the quality level and make it persistent so next time they come it remembers their settings.

browser cache or cookies not sure how they do it exactly, it's not persistent user can probably clear them but works for the most part.

This will read a JSON file that you can manually configure and then load it's settings. If you had a way to talk to the server you could send messages and get the server to update the JSON file.
m_assets.enqueue([{ id: "config", type: m_assets.AT_JSON, url: "js/myconfig.json"}], process_config, null);

if those don't work then I'm not sure what you want to do ;)
18 October 2017 06:58
Thanks for the reply! This is great news!

I'm a big fan of the way you have implemented the visual scripting and heavy enhancements to node-based logic sounds very helpful.

1)
I've heard rumors that there might be a merge of Eevee with BGE and UPBGE in blender 2.8. I think it would be a really great strategy to try and capture the blender game engine folks. Do you ever see a possibility of being able to export BGE logics to B4W logics? I've seen some very amazing things done with BGE, it's possibly the most powerful game creation tool around.. It's unfortunate that Blender doesn't export easily to anything and include BGE.

It's too bad, a little late for it now but a Haloween B4W sanctioned mini game making competition which allowed both B4W and BGE games to be submitted seems like a really good way to drum up some support in that direction.

1a) In general, are there any plans for community projects of that nature in the future?

2)
So, I can already communicate from logic nodes and RestFul API to web server with send request node GET and POST. Sending game data via open javascript in the browser would be easily exploited, what are you thinking in terms of real time communications?

really looking forward to the next release!!

thanks again!
16 October 2017 05:56
Hello Dmitry,

Could you give us some insight into Blend4web roadmap as it relates to game creation.

Do you see support for games in Blend4web being enhanced and improved or phased out?

Thanks!
14 September 2017 12:38
Sketchfab supports Subsurface Scattering, B4W have any plans for this?

https://blog.sketchfab.com/sketchfab-now-supports-subsurface-scattering-translucency/
16 May 2017 20:23
Great find drew!

thanks!

I think that is still only for 2 dimensional planes not 3d environments.
12 May 2017 07:56
Interesting, AR uses SLAM

https://www.youtube.com/watch?v=_cmPFsBOquk
12 May 2017 03:18
I've used hololens and I've seen a game working on it.

You can get a similar effect to hololense holographic display like this
https://www.youtube.com/watch?v=2PH_WpO0_Io
https://youtu.be/SKIdY-cOAz0
Instead of a youtube video on the phone replace with a custom b4w player with 4 canvases perhaps.

If the code for HTC Vive gives access to a gyro, accelerometer and 9 Degrees of Freedom (DOF) sensor then you can make it feel like the 3d room around you is static by applying head movement to b4w camera.

move the b4w camera exactly like the head movements of the user and give the impression that the objects and the whole room is in a static location in 3D space.

Granted, hololens scans your surroundings and lets your mesh objects interact with the scanned environment. Hololens AR and HTC-Vive VR are not that much different in the way they work.

What I'm trying to get at is that it would be possible to simulate some of these effects now with b4w.

A phone has gyro and b4w can access it so even this example
https://youtu.be/CM3X4b4NBnQ
could be done better with b4w by moving b4w camera using opposite motion of detected phone gyro. You could give the effect that the object is independent and static in the scene flying camera around with gyro feedback.