Funky Koval
Oh my apologies. I thought I had replied. I like those ideas. Need to change up a few things to get that stuff to work. Have been taking a break from working on this, and looking for excuses not to be on the computer, but I have been doing tests applicable to this elsewhere. Just need to crack this open again.
megatronix
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Relto is the object I’d you are setting an object relative to. But in what way it is relative depends on if you are setting the position, orientation or scale.
As an example say you set the position to x,y,z relto:”obj2”. It will set the position to obj2 and then, using obj2’s orientation, it will move x units to the right, y units down, and z units forward.
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There are no particles but you can do it manually.
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Animating the textures is just a matter of changing the texture of an object every frame or however often as you want it to change.
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Setting the texture rectangle let’s you only display a portion of a texture.
If (0,0,1,1) uses the whole texture
Then (0,0,0.5,0.5) would only be the top left quarter of the texture. Can be useful for packed sprite sheets.
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The create verts and save it as a mesh is to just make any mesh you want. Just lets you do it with events instead of loading a pre made obj file.
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I’ve never compared this with other libraries. It may or may not be faster. It does less than three.js but it coexists on the same canvas as construct as opposed to being a separate layered canvas or a canvas that is copied to a texture every frame. I’m sure the performance will change as the feature set changes.