istavang's Forum Posts

  • zenox98 - just because you aren't interested in 3D doesn't mean others aren't, so why would you hope for the plugin to put 'too much strain' on the engine? You don't have to use it if you don't want to. Optimally it would work just fine - as it has already been shown to - and we can have both.

    yes correct think posetive and creative and keep an open mind its my moto allso

  • Personally, I have absolutely no interest in C2 attempting to integrate 3D, as I think it will put too much strain on the engine. I'm hoping Ashley will agree.

    I would be interested to see a straw poll of how many users are actually really interested in this, because it reminds of the calls for the Spritefont+ plugin to be integrated, even though barely 400 people downloaded the plugin.

    It is sometimes difficult to gauge accurately if something is really of interest without some quantitative measure to look at.

    Just my 2 cents.

    hmm yet an other game killer pesimist , not need to u use it if u dont want to , its the future and its not so complicated as it may look . everybody should use spritefont text if mobile games , 3D is for pc gameing ,

    and it should be an engine for all kinds of games i beleave

  • > Oh wow, that's cool as! Would you be able to do like camera rotation with the middle mouse button or whatever? A future amazing thing like newt pointed out, would be oculus rift rendering

    >

    Not in the editor, the SDK doesn't give me very much control over how things will work in the editor, so drawing wireframes/simple faces from a fixed orthographic view is all i can really do.

    actually I beleave this start is just the peek of the iceberg , this plugin has potensials as I see it .

    just one thing i noticed , you must look in to wmax window auto adjust resize of the 3d canvas .

    but awsome great work so far

    and mixing 2D and 3D makes this the best userfriendly engine , and I see c2 then got a verry good future ahead

  • my first 3D mockUp

  • istavang I am currently unemployed. So I will spend all my time in the next two weeks on this addon. If I can come up with something stable then I will look into those options perhaps Thanks for the support tho, gives me energy ^^

    your welcome , nothing is imposible its only more or less difficult I beleave ...

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  • istavang That would be nice. A little cash is always a good motivator

    I will start working on my addon again. But I am really interested how the Tiny Tank demo worked. Because the Q3D plugin is currently way more functional than mine.

    sure capx examples is better and time saving learning , maybe set up a sponsorship for the plugin or something ?

    I sponsor it

  • Are you going to add support for the editor? That was the whole idea of my own plugin. So I would be able to use the editor to position objects...

    Edit:

    I was hoping for something that would integrate more with the Construct2 editor. Now I hardly see the point. If the point of the plugin is just to avoid looking at code but still makes me create every feature of collision and positioning then it might actually slow me down. In my demo I added support for the behaviors of Construct 2. This does not look like it would be possible with your plugin since it runs everything in one plugin.

    Can't you relase your tank demo capx?

    yes would be nice , I help pay for it

    but u may allso finish up your plugin allso , then we get the best from both worlds

    if not 2 much work left , I l pay for your plugin aswell , keep it up

  • Maybe he means http://workshop.chromeexperiments.com/e ... asic-Usage

    I guess it looks to easy edit variables of 3D objects in runtime, I honestly I don't think it's neccesary, we may use C2 plugins as Textbox to edit variables in runtime

    correct , it has all sorts of adjustments functions , it is in almost every three.js file i find out there ,

    its easy to add the script widget in html code . its kind of a js addon to three.js to manipulate the actions in development , debug and allso may be used at user input as well.

  • yeeehh got the bunny.obj working now when I disabled the grid.jpg code line

    I have this dat.gui.js GUI , how can i implement that the best way .. any tips ?

  • >

    > > you should get an email, try checking your spam folder and if not let me know by pm

    > >

    >

    > got the demo up and working

    >

    > quest , u can load eg "human_walk_0_female.js" is there any meter to make to tell how long render loading time etc .

    >

    > do u have an code for that ? this is cool stuff

    >

    do you mean to make a loading bar? to make that you'd have to load a bunch of files in sequence as soon as the last one was finished, updating a loading bar graphic each time the load completes, i left this kind of thing up to the user to make since its pretty game specific how you want loading to be handled.

    you can load some .js files but not all their functionality is supported yet.

    Yes ok , i made a text loading = 1 to verify ... but why do i get

    THE MODEL FILE YOU ARE TRYING TO USE HAS NOT BEEN LOADED YET , OBJECT NOT CREATET

    when tying to use my own walthead.obj

  • you should get an email, try checking your spam folder and if not let me know by pm

    anyone know if there is a javascript to json or js to obj or js to xml converter tool , cant seem to find any

  • QuaziGNRLnose how do you add models to the folder. Do I have to find the Tempt folder each time?

    do u mean to load them up in to the game file folder ? that is what i do , just as audio files

  • you should get an email, try checking your spam folder and if not let me know by pm

    got the demo up and working

    quest , u can load eg "human_walk_0_female.js" is there any meter to make to tell how long render loading time etc .

    do u have an code for that ? this is cool stuff

  • Uses about 8% CPU on my rig, but do get about 30FPS in latest FireFox.

    ok i reduced the cloud creating to repeat 10 times every 5 sec , then i got down to 8% and 60 fps on my xeon rig

    so its cool then

  • n06rin , please make sure you're using the latest version of the plugin.

    istavang , where is this demo linked from? Also, if you're not already, please make sure you're using the latest version (beta) of c2 and the plugin.

    Roccinio and jayderyu . I thought of a way we can have the best of both worlds without Ashley having to change the importer. I understand both of you are using scml/c2 in current projects, so I want to preface this by saying I don't have any ETA on this as there's quite a bit on my plate at the moment, but it's definitely doable.

    I won't go into details until they're relevant and I have something for you to test, but basically there could be another 'Advanced' action, and it would make the plugin go into a drawing mode where it stops creating and moving instances, and the importer would use an alternate type of save that would pack all images into a single sprite, and then all of the scml instances could get the necessary images from that sprite's type, or a single instance of that sprite if needed.

    downloaded from c2 tut and have the latest plugin , cool if u name plugin update version somehow

    i got it working animating , but not with your capx code , I dont know ? i just noticed it when running it.