D_O_I_G_'s Forum Posts

  • Hello it's me again. I hope Iam not annoy you. So that wall magic. I have no clue whats wrong because I checked your example file and apparently I coped perfectly but still in distance texture applied fine then in middle it gets flipped so If you have some spare time to check my project I would be grateful.Thanks in advance.

    Project:

    mediafire.com/file/fprxg922wgd3hix/SomeGame.capx/file

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  • Good improvement!

    But what it’s your question now? In how can I help you exactly?

    I just have few questions. If I make chunks from 832x832 pixels to something larger will engine spawn less stuff or more if less then it could shrink down object count and will allow me add set pieces like: trash cans, boxes, maybe even ramps (to see how stuff works you need in Layout World_1 set Layer 1 visible Scale rate 100 and parallax 100 then set View invisible and then set Window size to something like 4K or 8K resolution or 16K to see how stuff spawns and enable Scroll To behavior in Player object) . Next question is how make Players car act like car because now it's janky and looks like something too basic. Next question is did you sir/ma'am know something about "Mode7" effect used for floors if so how use it? And final question is will smaller map improve Path Finding for Police AI.

  • Here is version with some advancements done. This one runs 60 fps on Core i5 5200U laptop. So question is simple it's already can go to next stage were I focus on AI or its possible to shave more fat. Core 2 Duo laptop runs at 30 fps same with x240 Core I5 4300U. Btw Police now do roadblocks (still in wide roads they kinda buggy).

    mediafire.com/file/fprxg922wgd3hix/SomeGame.capx/file

  • Hello

    I have question about wall textures. Applying them on walls they look mirrored. But its not the problem. Iam asking how they rendered. In project of mine there are a lot of buildings a.k.a. walls and each will have unique texture applied to them. All I want to know how they render because messing with example I couldn't get if its clock wise or not. Thanks in advance.

    And Second question is it possible to make scale only certain distance from camera while further just use simple non-scalable sprites?

  • Hello

    I have question about wall textures. Applying them on walls they look mirrored. But its not the problem. Iam asking how they rendered. In project of mine there are a lot of buildings a.k.a. walls and each will have unique texture applied to them. All I want to know how they render because messing with example I couldn't get if its clock wise or not. Thanks in advance.

  • well.. check out what you can do and then upload some caps to see what we can find else to improve.. deal?

    OK. I'am happy that somebody wants to help.

  • Hello NamelessPFK...

    in my modest computer Chunks are never taking more than 4%... world1 and raytrace takes most of the CPU...

    So I do not understand exactly what you are facing...

    nevertheless and regarding to this "chunks" I got a question for you: its there any reason to have as many as "sector" as separate 67 objects?

    I suppose you need it to detect when it´s created as you use "on create" ... but this is unnecessary

    you can use "on created" followed by a wait 0 (to wait to next tick) and then pick the one you need... by doing this you can simplify your code a lot and save some video memory (as same object will not be as heavy as 67)

    example here...

    https://prnt.sc/tm8e1t

    Hi!

    I checked your example and made some sorta my interpretation of it.

    Now instead of 64-67 separate objects with 5 boleans each I made one object cloned it 64 times and gave separate id's and single bolean for checking that everything is spawned. It kinda boosted performance and event sheet become unreadable mess but its like 1/3 of size and I was shocked by performance of some machines.

    Ryzen 5 3600: Stable 60 with drop here and there

    Ryzen 3 1200: Same as 3600

    Phenom II x6 1045: 48-60 it drops when there are more than 1000 objects

    i5 5200u: Similar to Phenom but with biger drops

    i5 4200u: 19-30 perhaps due being single channel memeory (Thinkpad x240)

    Core2 Duo T9400: Somewhat unstable either 8-25 or 19-30

    So it runs better but still I need find way to make it run on Core 2 duo because game is looking like it should run on this hardware. Annyway thanks for help.

  • Hello NamelessPFK...

    in my modest computer Chunks are never taking more than 4%... world1 and raytrace takes most of the CPU...

    So I do not understand exactly what you are facing...

    nevertheless and regarding to this "chunks" I got a question for you: its there any reason to have as many as "sector" as separate 67 objects?

    I suppose you need it to detect when it´s created as you use "on create" ... but this is unnecessary

    you can use "on created" followed by a wait 0 (to wait to next tick) and then pick the one you need... by doing this you can simplify your code a lot and save some video memory (as same object will not be as heavy as 67)

    example here...

    https://prnt.sc/tm8e1t

    OK if you played my project its kinda like open world game each of those objects spawn specific objects in dynamic way. For performance reasons because if you have mid range machine at more than 1000 objects frame rate drops. Somewhat I got my code a little bit more optimized after posting this Ryzen 3 machine got stable 60 but rest are still running low. But Iam gonna try your example because I need make this game run even on potato. Thanks for help. I will report results when I have some time on project.

  • Hello I have trouble with one Event sheet called "Chunks" it takes 50% of CPU usage, perhaps due I pull "Yandere Dev" on this sheet. I tried functions but they don't work. So perhaps someone of you GODS of this community will help me( "the idiot" trying to make complex game) on this.

    Thanks in advance.

    File:

    mediafire.com/file/fprxg922wgd3hix/SomeGame.capx/file

    To start you need launch from World_1 layout and to exit either Alt+F4 or press ESC and using arrows highlight last square.

    Here stats of PC's I used to test:

    Ryzen 5 3600, RX570, 32GB ram: 58-60fps

    Phenom II x6 1045 (oc 3.2GHZ), r7 360, 8GB ram: 30-35fps

    Ryzen 3 1200, GTX 1050TI, 8GB ram: 45-50fps

    Core 2 Duo T9400, gma4500mhd, 4GB ram: 19-30fps

    Core i5 4200u, Intel HD 4400, 8GB ram: 10-19fps

    Core i5 5200u, Intel HD 5400, 8Gb ram: 15-20fps

  • Hello again,

    I have question about rendering walls. While using debugger I found that engine creates wall blocks in places where player wouldn't even get like if wall is outside of boundaries it still creates blocks. All time there will be four wall block objects on single primitive object so after quick math my game has already over 2000 objects per layout. So question is simple, Is it possible to make wall blocks be only spawned at moment when "ray" hits object and only in place where it hits??? Something similar to original Wolf3D engine.

  • Hello

    Can someone drop link to that mysterious 'Text' plugin. Can't find anywhere and it's only missing one.

  • imgur.com/a/ofwBY7b

    getting this error in latest c2 version on testing.

    also shooting and axe slashing wont deal any damage to enemies. is that normal ?

    Hi, You get error due somewhat broken mouse or look behavior I have this one too and developer maybe fix it sometime later when he is going to port engine to C2. Right now I think this example is just to make stuff render in Wolf 3D manner. Engine is still early in development. So I think you could just use it for rendering walls and objects while the rest you could make yourself like I did. I hope this answers your questions.

  • I too use Mode 7 to do floors and ceilings, and it works pretty well after manually adjusting the numbers a lot, but it's not "rock solid" like actual floor casting.

    When turning the floor angle drifts a little.

    For a while when I got the scrollfactor right for moving forward or backward, then side to side motion is f-ed up. There's a "just right" kinda balance I found but the angle thing still happens.

    I got it to be not that noticeable, but it would be nice to get it spot-on. In fact that would open up possibilities like having more than one level.

    Also really interested in how you get a performance boost with the tilemap. I get 60 fps with not a ton of objects, but it goes down with any higher resolution than 256 lines.

    What kinda formula you used because mine is getting proper speed and angle but location on texture is way off.

  • OK so I decided to imply mode7 into a project but got into a problems with my knowledge level. So this is how it looks with single image set 0

    Texture size

    So what I need to do to make this texture to work properly because I can't find any way to make it possible. Car and camera are two different objects, car is rendered on screen like any other object. If you could just make example of event I would be grateful if not well I am gonna just make road black and set game at night.

  • > Hello I just gonna ask for pure optimization questions.Is it possible to render not in 640x360 resolution but something smaller like 1/4 of that because I need really long rays for some places due the fact its kinda open world kind project. I saw in your teasers that you have textures on floor and ceiling so if its plugin or something else? Will this engine transparency? Because if will then I could use just walls for roads in my project.

    >

    > Thanks.

    You can basically lower the project resolution and tell via global variables to use fewer rays, e.g. 320 px. Therefore you could utilize longer ray distances. The key performance boost is to test against fewer instances. The C2 version uses sprites as walls, and you have to test against each instance.

    The C3 version uses a single tilemap object (as showcased in the Youtube videos), which is a single instance. With some clever math figuring out the texture and wall angles, this means a massive performance boost.

    The floor and ceiling textures are not raycasted. In fact, they are rendered through sprites with the mode7 effect applied, then more or less correctly altered through player position and angle.

    So using Mode 7 I could create floors. OK I have plugin and effect but in video is this repeated texture or one large? because for creating road like effect I'll need use large texture or chunks of said texture? And how proper use that effect because I kinda tried but if I set it as one its just white floor or just flys in very quick speed, anyway mode 7 for floor.