Babylon.js: Creating a convincing world for your game with custom shaders, height maps and skyboxes - Eternal Coding - HTML5 / Windows / Kinect / 3D development After talking about multi-materials in the previous post, I would like to share with you a more advanced sample. This sample will allow me to introduce you some really powerful features of Babylon.js: Height maps Skyboxes Custom shaders The result will look like that (using IE11 preview in this case): Click here if you want a live demonstration (If your browser supports WebGL of course) This world is composed of a sky, a ground and a reflective/refractive water. First of all we need a simple HTML 5 page with a full page canvas: The page just needs to reference babylon.js (you can find the latest version here) and hand.js for the touch support (latest version here). Then you can create a script block right after the canvas element with the following code: This code creates the engine, the main scene and add a camera and a light (the sun) to it. The camera is an ArcRotateCamera so you can use your mouse/touch/keyboard to rotate around a central pivot. ). . Creating an empty custom material 1. 2.
High-level architecture (simulation) DefenseSpaceAir Traffic ManagementEnergyOff-shoreRailway and car industryManufacturingHealth care A high-level architecture consists of the following components: Federate: an HLA compliant simulation entity.Federation: multiple simulation entities connected via the RTI using a common OMT.Object: a collection of related data sent between simulations.Attribute: data field of an object.Interaction: event sent between simulation entities.Parameter: data field of an interaction. Much of the interactions between federates involve objects and interactions which work in a publish-subscribe model. A federate can register an instance of an object and then change the attributes. Other federates that are subscribed to the object receive attribute value updates. The interface specification is divided into service groups: The object model template (OMT) provides a common framework for the communication between HLA simulations. Federation object model (FOM). HLA is defined under IEEE Standard 1516:
Not WWWC3 some type of offshoot skunkworks by bluetigerdreaming Mar 19