. cjbruce, X3M
[quote:gw9gii75]New features ahoy!
Once the architectural work is done and projects are able to be ported, we'll have a much faster and better base to build major new features on top of. We're keen to address many long-standing requests with the new runtime. Some of the new features we'd like to build on it include:
Modular event features, aimed at capabilities like building plugins out of events
Advanced rendering features like mesh distortion
Rudimentary 3D capabilities like adjusting the Z height of a sprite, and exposing more capabilities to the SDK
Sub-layers for advanced lighting and blending effects
Sub-layouts for embedding other layouts, creating split-screen views and more
Redesigned first-class support for functions
A built-in color filter feature similar to what we had back in Construct Classic
A set of new plugins ranging from custom drawing canvases to integrating HTML content
Add lots of long-standing plugin requests like rotatable 9-patches, scale and rotate Tiled Background image, and more
Even more ideas in future!
I'm not sure exactly what this means, but this seems to me like.. "I would love to help you out so u can make 3D plugins or whatever but this isn't at all my priority right now" which seems fair enough
stefanos,
I saw this one too, and it was definitely encouraging.
As long as we maintain the 3D capabilities (via plugin) that currently exist in C2 in C3, I will be happy. That means porting over the plugins, but it is all part of the process. By the time the plugins are ported, they might have z-ordering in place, which (I think) will be a big step toward a proper 3D editor.
For now, I'm working with an artist who is laying everything out in Unity 3D. Once the scenes are laid out, we will port everything over to either Q3D or B3D. Even with plugins, I don't know if C3 will ever get to be as feature-complete as Unity, but all we would really need is a rudimentary 3D visualizer in the C3 editor to turn C3 into a super-fast 3D development tool.
Baby steps!