newt's Forum Posts

  • I just realized that if you make a 2x2 billboard with a mesh the collision polygon essentially becomes a single line, which is not real useful.

    So if you want collisions for that object you have to use a dummy, also not great.

    The question now is, can we have a setting to not use the mesh altered collision polygon?

    I don't see an issue with this, unless there are plans to have actual 3d collisions.¯\_(ツ)_/¯

    Edit:

    Also the same thing happens to non Sprite objects. The bounding box becomes... well a collision polygon, but one that's a line for billboards.

    Edit 2:

    Another thing to mention is that this also applies to Shadow Caster.

    I can think of a lot of scenarios where you would want the collision polygon rather than the altered mesh for a shadow.

  • > I tested the differences between the Video Recorder plug, and Animate, and they are about the same performance wise.

    You mean the video recorder plugin vs the video export option? Trust me, the video recorder absolutely tanks performance if you go with higher resolutions. Try recording something in 4k, the result is almost unusable.

    My results were tanks either way.

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  • I tested the differences between the Video Recorder plug, and Animate, and they are about the same performance wise.

    That being said the performance on my system sucked.

    I know you don't want to hear it, but a 30 fps option is going to need to happen.

  • don'T let them dissuade you, try it out and learn a ton of stuff !!!

    You do learn more from failures.

  • You wont be able to replicate it in events the platforms require constant overlapping checks.

    Perhaps with js.

  • There's no built in mechanism to animate svg in WebGl, and animating it would require some third party solution.

    You can do it via css in the Html Element however.

  • I hope you are planning on making video export available to C3 because as is, using Animate to create videos using C3 files is next to impossible.

    You can't just delete layouts, behaviors, and third party stuff.

  • Um are you going to add support for third party shaders?

  • The suggestion platform mostly works. Voting has issues though. There's too few votes to dole out, or suggestions that are socially engineered with too many.

    Maybe add a section to the forum called suggestion discussions.

  • Seems like discussing the ideas here before submitting the request works pretty well.

    Especially since individually we may not know what's feasible let alone doable.

    Its also better for refining the idea itself.

  • In C3 3d you will max out at about 100k points for low to mid tier systems.

    That being said, in 3d you can have tens of thousands of objects in the viewport.

    For the same reasons, and event based approach to culling isn't advisable imo.

  • Qarp and Tween work well together.

    dropbox.com/s/bcigads5c9w4d07/qarpline.c3p

  • That's a different kind of ad.

    C3's runtime itself is more than that.

  • I'm at a point where I notice a bottleneck with certain views in 3d, and it seems obvious that its due to the number of objects being rendered. In regular 3d they handle this by not rendering objects at a certain distance, IE culling.

    Would it be possible to add this?

    In particular it would be nice to have the ability to set our own distance for object culling.

  • So think about it

    I think if they go tits up, so do you.