QuaziGNRLnose's Forum Posts

  • You can change the rotation order with an action so that the wheels pitches/rolls/yaws in the right way, as for which order to choose is correct it all depends on how you've set things up and want them to be. You have to rotate around your yaw axis to make the front wheels turn, based on input from the user, there's no complicated expressions involved.

    I'm getting tired of explaining this but tiny tank would not be useful to you, the logic is complicated and you need an understanding of how to program a physics engine to understand the code, those here asking for it would very likely not be able to understand it. Q3D is not a game engine, it's a way of displaying 3D graphics for your construct games, with most of the basic tools necessary for doing that. game engines take a lot of time to develop and slowly the plugin will gain some features in them but it is first and foremost NOT a game engine, its a construct plugin meant to achieve the specific goal of displaying 3D graphics coded in construct events, and for that it is very useful.

    Adding "PROJECT IN PROGRESS" is wrong, the current version is most feature complete and bug free, I'm expanding on the plugin, which is why i have had "New features will be added incrementally" since the beginning.

  • The more math/physics you know, the better your games will perform and the more you'll be able to build real world concepts believably into things like object behavior and animation. You'll have difficulty coming up with interesting and original dynamics and mechanics in a game if you don't have a lot of math to put those into practice with. Learning as much appropriate math/physics as you can will help you make literally everything better. Be warned though that the way the math/physics is used is in most cases isn't something that's really learned from math courses/textbooks. The internet will be a better teacher to you because it'll stick to relevant applications and you wont get lost in overly academic methods / analysis.

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  • istavang

    Try to format your quotes better or just use an instead of quoting such a huge block, its confusing when your questions are placed inside a quote i made.

    Manipulating lights works exactly the same as for any other object, they use object id's, and have a name, their are actions to set the light specific properties and you use the same actions used to manipulate object position/scale/rotation etc to manipulate lights, just passing a light id instead.

  • QuaziGNRLnose

    How do I toggle on off lights

    you change the intensity of the lights, and set intensity to 0 to turn them off. You can create and destroy lights too, but this is not recommended during runtime because they need to be rebuilt into the material shaders. Lighting is very complicated in games.

    fldr

    It depends what you mean. With no experience it'd be difficult to make a fully 3D game that looks/plays like Tiny Tank, making a 3D game is much more complicated than a 2D game, and making 3D graphics also has a steep learning curve.

    Let me know what uses you have in mind. If your interest lies in curiosity and simply playing around with new tools it's definitely something that anyone could toy with regardless of their skill level, just don't expect to be making a game until you really get a grasp of what you're doing and how the plugin works. I've provided simple examples for those who got the plugin that outline loading models and setting up a simple scene. Look at the actions/conditions/expressions and make your decision on how difficult those seem. Feel free to ask me any questions as ill be happy to answer.

    With that said, the plugin might still be useful if you wish to make 3D backgrounds, menus etc. It's definitely one of the easiest ways to implement 3D stuff into a webpage, i made it and am working on it so that i could more quickly work on 3D stuff through construct, but it's not EASY, i recommend that you could comftorably call yourself an intermediate construct user before using it in its current state. I'm working on updates so that loading models and doing 3D collision testing is more intuitive, but those aren't out yet.

  • spy84

    There actually is an example for object loading on the main post! It's been there for quite a long time. If you require more assistance feel free to ask questions here, as you can see i check quite often and try to offer up advice when i can. There are only 3 simple examples but they do cover basics of various features. The rest can be figured out from the description text which i wrote for every action/condition/expression/action parameter, be sure to read that text!!!

  • spy84

    Developing this plugin is difficult even for me as an experienced programmer. It is completely usable atm but is for intermediate users as i have always stated. All the actions are there for inspection before someone buys the plugin. Those who can use the plugin in its current state are surely using it as it is definitely stable and usable. Releasing the plugin when its feature complete would be impossible for me. There's always more to add. I simply can't work and risk over 300 hours into a project with 0 return, that's not sustainable. I'm working on the plugin, my goal right now isn't to please everyone, it's to create a quality product that is as usable as possible regardless of the time required to achieve that, I spent months working on the first iteration and i'm spending months working on the second, this is simply the development and testing process, complicated things take a lot of time, and i'm not able to make this my full time job so i'm not able to work on it full time.

    It would be unprofessional for me to stop development, which is something i could easily do but aren't because i enjoy the project and think the result will be something which a lot of people can look forward to. Early adopters are helping me to reach that goal and i thank all of you, but complaining about long development times isn't going to change long development times, if i could do it any faster i obviously would as it would be the best option for everyone.

  • SgtConti

    I don't understand how fog could work in 2D, or what anti aliasing would do in the context of 2D either. Resolution can already be controlled through constructs interface so i'm not sure what you were expecting out of a plugin meant to do 3D.

  • istavang

    you need to import both objects separately, create them, use "change object parent" by making the child id that of the wheel and the parent id that of the body, and then position the wheel at the right position / rotation by playing around with the wheel position/rotation according to the local dimensions of the body. that's the process.

  • I'm trying to make my plugin as efficient as possible, and getting some lag when i create/destroy objects en masse.

    I know construct has a built in system for making object pools and recycling them, with createrow and deathrow lists and all that. I'd like to know what the best way of supporting object recycling is, or if i have to do anything at all. I'd think there's some best practice or general steps i must take for the recycling to work as well as possible.

  • I am not saying anything is wrong with your grid , I just want to learn what we should use as the horisontal plane in here, its better with a standard in here at least , so then the neg y green will be up ? and the z blue will be the horisontal depth plane ? i dont care to ask maybe a little silly , thats the fastest way to learn

    It depends on your game, i can't give a standard as the user is the one who chooses

    which planes to use.

  • I put the grid on the xy plane, because the xy plane is more pertinent in construct than the zy plane, since construct is a 2D editor. It's not wrong, it's a helper used to define the ground plane. If you find it confusing disable it and create a new helper oriented however you like using events, it's not a forced standard or anything like that, you're able to create helpers like you are able to create any other object.

  • istavang

    1. I made a mistake because i've been working on multiple versions of the plugin, you're correct the current public version is using r66, but the three.js version has very little to do with how the plugin works, i merely migrated to r68 since it helps compatibility.

    2. The Z axis is blue in three.js, it follows the standard convention. the camera orientation may be confusing you as the axis's do not align with constructs if your camera is looking from lets say the +Y axis towards the origin.

    3. what do you mean by "pin", the q3D object acts as a window to the 3D world and having multiple extra canvases added to the DIV makes no sense and wouldn't work very well. If you meant how do you attach multiple objects together, you must use the "change parent" action to lets say attach wheels to a car body or something similar, this creates an object hierarchy, you cannot use the "pin behavior", because this was designed to work with sprites and normal layout objects, you must use the parenting controls and your own custom designed logic.

    4. yes i updated tiny tank to r68 when i updated the game to have high-scores and i wanted to see the stability of the new version on multiple systems.

    5. Tiny Tank can and was made with the original version, I fail to see where it's misleading. All of the Action/Conditions/Expressions of the plugin are available to look at in the main post, there's no slight of hand. the workflow is complicated for novice users at the moment and i'm aiming to make it simpler. If you are having difficulty with the current version, Tiny Tank will make things even more confusing with its abstraction of certain concepts, and the fact the engine is actually built with online multiplayer half implemented. The updates are free for those who purchase/purchased the plugin even though there's a lot of work in them, so if the current version seems difficult to use you can wait for the newer one which attempts to make the workflow easier. The current version is meant to make three.js accessible through the construct event sheet, there's a lot of extra work that needs to go into making the workflow for 3D objects similar to sprites, which is what i'm currently trying to do.

    6. I'm not sure what you mean by Z-index, as the objects are part of the 3D canvas and use the three.js zbuffer for ordering/rasterizing. You'll need to clarify to get a better answer.

  • istavang

    current version is r67.

    The update is migrated to r68.

    I haven't fully tested if this has broken some things.

  • fongka2

    if you don't believe it, you could always look at the html5 source which is not minified. Tiny Tank works with all the functions you're able to use. You will not be able to copy anything from Tiny Tank if you don't. Tiny tank is possible because i have experience using construct and writing Verlet physics engines in construct, I don't want to release the source because I don't want a million simple clones of a complicated game invariably appearing everywhere which are too time consuming to debug. This is the reason Ashley made the ghost shooter demo simple.

    When i release the new version i'll work on an FPS example, but i'm not doing it before that because it's not something a novice will be able to easily follow. Consider looking at the Wolfenstein example jay jay was pointing you to for the time being.

    lemo

    Yes using the inside mode you can apply what i'd describe as "full layer" effects to the 3D canvas. Obviously you can't apply effects to the individual objects within the layer, but i think you understand this by the nature of your question

  • fongka2

    I'm working on this plugin whenever i have free time to do so, but as the tiny tank demo proves a lot can already be done with it. You could very much make a quake style fps as things are now, although you'll have to program simple 3D collision detection yourself. Tiny Tank has 3D physics/collisions which were made using events so an fps should be very easy in comparison. Animation will likely come in the future, but again I update at the pace that i can. Read up on 3D collision detection, sphere-sphere collisions are incredibly easy to implement:

    http://studiofreya.com/3d-math-and-phys ... -response/

    The plugin is taking a long time because it implements more complicated collision primitives and uses a spatial hashing scheme to accelerate things, but for simple 3D collisions like you'd need for DOOM sphere-sphere aswell as constructs collision system should be very useful

    Also, obtaining mouse coordinates in the 3D space is based on your camera position, field of view and your window size, as well as the plane you wish to project onto, it's not something that the plugin can't do, its something you must use math specific to your requirements to solve.