QuaziGNRLnose's Forum Posts

  • you're the only person with these issues... something is likely wrong with what you're doing. Are you sure you're adding "one point light", or are you adding a light every frame? Do you honestly think its the plugins fault if you're the only one who's having any of the issues stated? Send me a .capx with your issue and we can rule out the problems, otherwise you just seem to be antagonizing me as I repeatedly try to help you, which i don't understand at all. The examples show performance well beyond "a single sphere and light" and you have access to them...

    You're being extremely rude for no reason as i try to provide support.

  • look at the examples... its really easy.

    add Q3D master to your layout.

    add a Q3D model object

    set the "use model" property to yes

    import the model file you created into the files folder in the project bar.

    write the name of the model in the "model filename" field

    run preview.

    done.

    I have a feeling you aren't really looking at the examples carefully enough. I could not make the process of loading a model simpler if I tried to.

  • imothep85

    All i can think of is that you don't have minification disabled when you export, so make sure you do that, or your server has some cross-origin problems. What do you mean by exported on "my ftp"? what are you exporting to, ftp is a protocol i don't know what your transferring to... I need more details to understand the problem you're having. Specifics about how to reproduce the problem etc. Your issues can be related to various things, but your simply being too vague for me to help.

  • The current system I'm implementing uses frames from the file by adding them in the order specified in the file, and using the "name" specified in the file to separate the frames for various animations. I haven't found a better way to do it, but once you have the animations set up using them has been made very easy. It's setup to work almost identically to constructs animation system for sprites etc.

  • The exporter exports blender animations as morph frames if i recall correctly. It's not the most user friendly system.

  • imothep85

    Check the first post, there are example .capx files you can download in a zip file, and information about supported file types (obj and three.js json model format 3), as well as useful information. You can only load .js files with exported materials, but you can define the shininess/color/maps/material etc. of the object using actions.

    kmsravindra

    Something like that will be possible with morph targets update It is largely completed.

  • Polygallon

    Thanks for the feedback, animation support will probably be in around Christmas time.

  • kmsravindra

    oh you're using the html controls, i'm implementing a fix in the next update, but besides that if you made the controls using sprites they'd work with behind mode.

  • kmsravindra

    The bulk of these issues are related to hardware limitations. Positioned is doing its job, its not meant to rescale dynamically, and your issues may be related to what fullscreen mode your project is using, and if high quality is enabled etc.. Most of your issues would be solved by behind mode with autofit, any reason you arent using it? You need to make the layers transparent for it to be visible so no c2 background is rendered.

    I cant improve the performance of inside mode, it is upto a browser how efficient it will be, and infact is badly supported on anything but chrome/webkit. Its a shame but its all i can do to blame it on them.

    The memory error is an ipad hardware limitation. There is probably a limit on texture size in the webgl implementatiom they have. For performance reasons you should use images that arent huge anyways.

    Instead of using tickount use timer in those expressions, then global timescale will affect them. If you need local timescale youll need to use a variable that increments by the self.dt value each tick.

    Prominent

    Its simply too much work for me atm. There are more important widely useful features on the wishlist. I could make a simple api quickly but itd be no simpler than doing it in javascript in that case.

  • I don't have plans to add support for modeling style features as they're not game oriented, and would require considerable effort for a feature very few would use. With that said i may include simple geometry controls in a future update, but i don't think it'd be enough to make a full modeler.

  • Doom uses BSP's , and im not sure about how you implemented raycasting, but wolfenstein/effecient raycasters use a hashing scheme that can very quickly determine collisions in a uniform grid.

  • Not yet through a simple api, you can only constantly create models on your server, edit the model file, then reload them. The reason is that such operations are generally very slow and require cpu->gpu transfers, rebuilding of buffers, etc, so i didn't think they'd be of much use. What use case do you have in mind?

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  • hes using raycasting, basically shooting rays for each vertical bar, saving the distance to each bar, using that to scale the bar vertically, and using the position along the face of the tile to choose what to use as the texture for that bar.

  • codah, It only shoots right away if greater than cooldown time has passed, you wont shoot right away if you shot 0 seconds ago, you'll have to wait the length of the cooldown, but if you havent shot for 10 seconds, you wouldn't expect to wait possible the entire duration of a cooldown for your first shot.

    imagine you had a gun that could only shoot every minute, if you used every "60" seconds, then if the timer was at 61 seconds, and you clicked, you wouldn't shoot a bullet for a whole minute, and would have to be holding the key down for 59 seconds until you shoot, even if you haven't shot once. by using a variable, if your weapon is "cooled down" for the required length of time, then you don't have to arbitrarily hold down the key till the timer hits some value, you'll fire, and then youll have to wait, and youll fire again, etc. Reloading takes a set amount of time after firing your first shot in a series of shots, it doesn't make you wait a random amount of time based on the game timer before being able to fire.

  • the problem with using every X seconds is that you wont shoot right away when you click sometimes, which feel weird especially for longer delays (imagine holding down the fire key for 6 seconds then the bullet comes out).

    a better way to do it is to have a timer variable.

    every tick

    : add to variable object.shootTimer -> this.dt

    // this value gives you the time since the last shot fired.

    is fire button down

    is object.shootTimer > cooldown

    : shoot

    : set variable object.shootTimer -> 0

    // shoot the object, reset the cooldown