QuaziGNRLnose's Forum Posts

  • C2 uses SAT and convex decomposition for it's collisions. There's not really anything better for 2D, i don't feel like GJK would offer any performance gains in a 2D environment. What perplexes me is the lack of more primitives, especially circles, since these would be the fastest and most general collision bodies to have, as well as dead simply to implement.

  • QuaziGNRLnose, If you get the skeletal animation-option working I will surely be very interested in this plugin.

    The object-manipulation I have in mind is far too complicated to achieve with morphs and speed is far less important than precision.

    Being able to manipulate each bone separately would be very important.

    Although I have been fooling around with other options (Unreal, babylon.js) I would love to be able to create my project in Construct2.

    Yes as i have it the bones can be controlled / picked individually, as well as with exported keyframe animation. I've designed the system around the fact one would want to use skeletal animations where dynamic animation is important. I almost have it working but sadly exam periods are rolling around in university so it's difficult to find time to put in working on Q3D atm.

  • As things stand it's been pretty difficult to get them optimized, and this has been delaying their release. The way they're implemented currently in three.js is less than ideal for some purposes and it's not trivial to change it. They're not useless, just the number being used at once should be limited, the number of bones kept to a minimum, etc. I leave this up to the developer but it makes skeletal animation more difficult to apply than morph animations, the game programmer has to control when and where to use them carefully, and when to initialize/deinitialize models. The reason they're expensive is that one "skeleton" is actually made of many hierarchic objects, say 30 bones, so it's as if you have 30 extra objects per skeleton. On top of that animation incurs an overhead and search structure to find how and where to tween, and to calculate the quaternion interpolations. Right now i have it so that it also creates construct object "bones" so that you can manipulate those with events/pick them/test for collisions etc. again this makes using the system easy, but also makes it slower. Morph animations are just static frames shoved into the gpu. It can render them incredibly fast so they're a bit more appropriate for a Javascript game where CPU use should be kept for doing game logic.

    I really do try to optimize things as much as possible but sometimes it's a very difficult trade off between doing that and making the system easy to use. I do my best to try and optimize things.

    The exporter is really dumb, I didn't write it. Eventually i hope to make some pull requests and add useful functionality. For now you'll have to manually rename. These things tend to change with time since three.js is an open source project, and I try to stay within a version or two of the releases.

    smebor

    obj format dont support anything like that, they're pretty much model data only.

  • Id still recommend using morph animation if you can. Its implemented in hardware so instead of getting slowdown with 14 skeletons, you can have a hundred animated objects. The cost of skeletal animation is much higher since its got to search for the next position of each object.

  • Yes im definitely trying to get those features in asap. Ive been working on them since december.

    This usability feature however would take me a few minutes so its not really getting in the way. I have a few bugs to work out for skeletal animation and it should be ready (although .js engine limitations are making it pretty slow, and i haven't found a way to optimize yet).

    As for shadows, a nice trick is to move the directional light with the camera. This means the shadow volume will only clip objects that are very far. With a little bit of trickery you could even place it infront of the camera so no gpu power is wasted casting shadows you wont see. If you turn on light debug you should see a box that represents the shadow camera. It must be adjusted to determine the volume shadows are cast in. The way shadows work is that each light with shadows has a camera that renders the scene from the lights point of view (in an optimized way) and determines what surfaces are "seen" by the light. Hopefully this helps.

    If you have suggestions for new examples please share them and ill whip up examples for the 2.4 release

  • If you don't need bezier curves, you can pretty much fake vector polygons by using sprites for "edges".

  • pedroRocha

    I'll see whats possible with the sdk, but i can't make promises since for the edit-time it's really crappy and limiting. It's a shame but hopefully C3 will allow some big changes for Q3D edittime wise. Until then im going to try my best to add support for these kinds of helper features.

  • Ziggums

    Hmm so you mean like render a texture onto the shape or something, i could see where youre coming from so ill try to think of a way to improve it. I could try to make the shape textured perhaps? Do u have any particular suggestion? Its hard with the limited tools the c2 sdk gives, i really wish i could improve the editor more.

  • , you cant, its not a simple operation in 3D, would need some kind of shader / trick that would be very expensive.

  • Why do u have the "anchor" behaviour on Q3D master, this is likely your issue.

    Q3D has "anchor" style features already, theres no need for it and it will cause bugs.

  • Angiel

    With the 3D physics update it should be simpler to build some kind of 3D gameplay. Q3D can do all the difficult work but there is still some requirement for you to build things on your own using the tools Q3D gives

  • Angiel

    Yes thats possible.

    Using the car behaviour would mean youd have to make the movement in X and Y only with faked Z even though the graphics are 3D.

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  • what browser/export are you using?

    also what is the "render mode" property you have set for Q3DMaster?

    Something is going wrong but i need to know for sure whats causing it since i cannot recreate it on my machine

  • norman

    What you have there should work, i tested it and it did.

  • It works for me, are you using a model on your object "figure"