Mikal's Forum Posts

  • FYI here's some other features supported:

    3D Shape: Box, Wedge, Corner-in, Corner-out, Prism, Pyramid

    Apply impulse

    Immovable / movable

    World gravity setting

    3D raycast, skipface, collision filter group / mask

    Set mass

    OnCollision trigger

    CollisionData (from the OnCollision trigger)

    Set velocity

    Set linear, angular damping

    Set collision filter group

    Set collision filter group mask

    Apply force

    Apply torque

    Support 3DShape full 3D rotation using Rotate 3D Behavior (normally only z axis rotation)

    Add Trigger for raycastResult available (synchronous now anyway, but future may be async)

    More raycast modes (all, any closest - default)

    Add expression for x,y,z velocity

    Heightfield shape

  • Added a new feature to my Construct 3D Physics Addon - heightfields. It makes it possible to use a square sprite mesh (w/ fixed x,y spacing) to create a heightfield shape for 3D physics:

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    Available on itch (paid)

    kindeyegames.itch.io/construct-3-cannon

  • store.steampowered.com/app/2189860/Outer_Terror

    Outer Terror mixes 2d w/ 3d (C3 game)

    Uses 3DShape and 3DObject (my addon) for 3D

    Some scenes are just flat, but others have buildings, 3d garbage piles, 3d cars, etc.

  • Updates:

    fix (leaderboard)

    add Error condition and Error data

    add IsDlcInstalled

  • we should probably just put the latest version in the c3 addon repository, I'll do it this weekend unless someone beats me to it

  • Having fun making a (paid) 3D physics behavior that works with 3D Shape. Check it out here:

    kindeyegames.itch.io/construct-3-cannon

    Example:

  • Working on one, but using it on the server side in node.js

    However, I am testing it on client side with C3 for faster iterations.

    I am using a bt library and c3 js scripting for the bt 'tasks'. The library I am using accepts json for definition of the bt.

    github.com/Calamari/BehaviorTree.js

    The tasks could be c3 event functions with uid, so more event driven at least.

  • construct.net/en/make-games/addons/244/greengrinds

    Also updated with greenworks 0.15

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  • I have a test version of greengrinds with the latest greenworks release, I sent a DM.

  • github.com/greenheartgames/greenworks/releases/tag/v0.15.0

    Looks like it now has ARM binary for Mac, among other new features.

  • You could ask armaldio over on the Construct Community Discord to see if they could add the Apple Silicon build to the greenworks prebuild site they maintain.

    Here is the prebuild site:

    greenworks-prebuilds.armaldio.xyz

  • Thanks for the great tips Ashley - the JSON lib looks nice and I tried debugging with your suggestion, works nicely!

  • I created a free open source addon Steamworks Plus as a companion addon to Ashley's nice new Steamworks addon https://www.construct.net/en/make-games/addons/1105/steamworks-webview2

    Right now it just adds a few features as proof of concept, but I hope it is a good framework to allow the community to expand the available Steamworks features with C3 and webview2. I added a few new ACEs to work with Steamworks leaderboards.

    I don't suggest using it for production yet, however I do invite addon devs in the community to help add to the functionality. I have some details on development on the github repo. It does require JS and C++ to add functionality, but with a little help from ChatGPT I was able to revive some of my old and moldy C++ skills to get it working, so you can too!

    Repo is here: github.com/MikalDev/cf_steamworks_plus

    PRs and collaborators welcome.

    A big thanks to Ashley for providing the source for the original addon, this companion addon was entirely based on the framework that he developed. I also want to thank Scirra for their philosophy of creating a nice JS SDK for addons and C++ addons for the wrapper. From looking at C3 addons, developing addons, looking at the C3 engine code, writing our game using the scripting interface with TS/JS I have sharpened and grown my dev skills. I appreciate the (controlled) access to the engine and the push to use new tech like webview2 and new web technology. As possible, I look forward to more documented SDK access, including more editor SDK access to add new features in editor too.

    Some notes:

    - Ashley, I welcome a review if I implemented this in the way you imagined. In general it is pretty straightforward, except for some of the data passing.

    - In terms of passing data between addon and wrapper, it looks like they are just 3 types, bool, number (double on wrapper side) and string. To pass more complicated data structures, so far I am passing a JSON string back from the wrapper.

    - Some of the commands require handles which cannot be passed back, so I keep them as statics in the wrapper (global now, but should be private in the class). Following command can use the handle to access further commands. For example set current leaderboard (gets handle and stores), update current leaderboard, uses previous handle.

    - I need to do more testing with using webview2 remote preview to make this development easier / smoother.

    - I need to figure out ways to debug the DLL.

  • construct.net/en/make-games/manuals/addon-sdk - there is an effects section and also some sample files.

  • I know people get tired of hearing me keep saying "we're a small team and we have limited resources". It's because it's true and 99% of the time it's the answer to "why hasn't XYZ been done yet".

    Ashley - a suggestion/request to help with this: expose more of the SDK to allow third party devs to create more powerful addons/effects - we can help XYZ get done.

    If you see this as valuable, we can post tight and directed requests for addon SDK features for specific XYZ-like addons (e.g. 3D view change in editor with access to more of the editor SDK / renderer.)