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Update README and examples #395
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In the README, update to use the correct urls. For a gh build for example it's |
Some components I didn't test at all. I don't know in which state they're in:
Components that should be removed from the repo:
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If some of the above components needs fixing about BufferGeometry, see an update example for ocean component #387 |
See #407 - I don't think we should attempt to patch up hex-grid at this point, and shouldn't block release 6.2.0 on having a working hex-grid. A maintained hex-grid component for A-Frame would be nice to have, but given there is no maintained hex grid implementation available at the THREE.js level, it's a big stretch to take that on, and I don't see it as a priority at this time. I've not seen anyone in the community asking / complaining about the state of hex-grid. |
Agree, let's remove the a-hex-grid component from the repository, and also kinematic-body and cube-env-map as already said above. Remaining are jump-ability, normal-material, a-grid, a-tube. |
I think It's only used in examples alongside Both use the I don't fully understand the So to give a sensible jumping behaviour, We should also retire the examples that use It would be nice to replace them with examples showing the recommended solution. Unfortunately I don't think we can do so fully... The recommendation is to use a nav-mesh to constrain player movement. That works for some parts of the problem, but it's not a complete solution, as it doesn't take care of stopping players running into moving entities (e.g. moving platforms), and I'm not sure how it deals with e.g. head-height issues either... Unity (for example) offers something called a CharacterController, which is part-physics-body, part nav-mesh-agent and handles all the complex interactions between player controls, nav-mesh & physics. PhysX offers one of these, and it might be an interesting project to bring this to A-Frame as part of c-frame/physx. However VR requirements on a character controller are probably different again from a classic desktop FPS... So it's definitely a complicated topic... It looks like we do already have a basic nav-mesh example here:, so I think that's enough for now. In summary - let's also remove all of:
That just leaves |
a-tube works fine. I created a simple example here, which I can roll into a PR. |
normal-material doesn't work AFAICT - only used in the castle example, and applied to an invisible mesh. |
normal-material was partly broken - worked with GLTFs where model loads in asynchronously. It didn't work with simple geometries like a-sphere and a-tube where the geometry is set up synchronously. I have a 1-line fix for this which I'll put in a PR as well. |
PRs #408, #409 and #410 should fix most of the remaining issues here. What remains? retiring cube-env-map & mesh-smooth - will do one more PR for those. Given that we are removing components (hence changing the interface), according to SemVer we should move to 7.0.0 rather than 6.2.0? I didn't apply that change (awaiting discussion), but that would be my recommendation. |
I'm not sure about this. computeVertexNormals does still exist in THREE.js (now on BufferGeometry) Smooth Voxels is very cool, but it's not a drop-in replacement, as it can't take a generic Mesh as an input. I don't know how widely used this is, but I don't see a reason to remove. I suggest we keep this & create an example to illustrate it's use. I'll do a PR for that. |
#409 extended to also remove a-cubemap (rolled into that PR to reduce merge conflicts) |
You're right about computeVertexNormals and mesh-smooth. |
Actually I think I was wrong :-) |
Based on your original list here, I believe this can now be closed? (the three examples still to fix have all been removed...) |
indeed, all good |
Uncaught TypeError: ray._updateDirection is not a function at i.raycastToGround (kinematic-body.js:197:9)
I think we need to remove kinematic-body and replace byammo-body="type: kinematic;"
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