QuaziGNRLnose's Forum Posts

  • QuaziGNRLnose

    When I tried to update the three.min.js to latest version(R67) I got this error

    "Javascript error!

    "TypeError: "rotation" is read-only"

    "http://192.168.1.198:50001/Quazi3D_plugin.js, line 343 (col undefined)"

    I hope you can fix this bug. Since there are a lot of improvements in the R67 release notes.

    https://github.com/mrdoob/three.js/releases

    This isn't a bug, you can't swap out the three.js build and expect it to work when it wasn't designed to. None of the changes in R67 really affect the plugin so i don't see the reason you're trying this.

  • Been having a play with the plugin and while it is early days, I certainly can see some potential for it. The main issues are mainly to do with events and interactions...namely iterating through instances and collision detection. Also, some sort of layout editor (or use of the three.js online editor) will be a must for anything more complex than a procedurally spawned game .

    What is planned as far as collisions? Will it be auto cubic bounding boxes that rotate with a model or just a spherical, non rotating box? Of course options are always a good thing. The ability to use another mesh as bounding box would be great, though I am not familiar with the capabilities of the Three.js engine.

    Currently I am noodling with a prototype of a basic 2.5d shooter to learn the plugin. I have basic player movement and camera down fine. I can fire one bullet, but the issue becomes how to control instances. Of course this is all handled under the hood with normal C2. How would I check for its position to destroy offscreen? I can create multiple bullets but they all have the same name and only one responds to actions. I have tried using object>create>create by cloning but can't work it out...

    cheers...

    the sub plugin will make these things easier, but right now it's easy to get things to work like regular construct by linking them to a sprite dummy, and associating the id of the 3D object to the sprite by saving q3d.idlast in a variable when you create the object. from there you can do whatever you want to make them "link". i don't know if this is clear but ill make an example if you want some help.

    There'll be options for the colliders in the sub plugin, thats what im trying to get working right now. Tiny tank isn't procedurally spawned so it's not really right to say its the only type of game you can make atm. You just need to use sprites to mock things up and spawn associated graphics.

    offscreen checks are difficult if you're using perspective projection, just give them a timer.

  • GameThirsty, You'll need to use some basic vector math. I'll be creating a few simple 3D behaviours after the current sub-plugin is done.

  • xoros,i sent you a pm, everybody whos having this issue check your spam folders!

    Yarfapet, i can't wait to see more!

    I'm working on the editor sub-plugin that will make using behaviors and testing for collisions in 3D a lot easier, its about 60% complete at the moment.

  • The only thing you have to do is check the "export UVs" option and it should all work out when exporting to .obj

    if you want to know how to UV map things within blender, you should try looking up some blender tutorials

  • QuaziGNRLnose i bought the plugin but i feel lost...maybe before you sell the plugin you've got to upload video tutorials from importing models to c2 to i dont know maybe how to make a simple side scroller with q3d like lets say flappy bird clone or a mario clone. or anyone else please upload a tut. i export my obj from blender i import it in c2 project's folder and the only think i see is a grey grid in black backround...im sure its working but i dont know how...thats the reason i said above that documentation is vital before releasing

    there are 3 simple capx examples on the first post, look at those, i'll add more for more advanced functionality with time don't fret, but those should be enough to get you started.

  • Is it possible to make a third person perspective yet?

    The tiny tank demo is already in third person!

  • [quote:2ou86vxc] QuaziGNRLnose It uses WebGL, so it is hardware accelerated (it's using the GPU)

    Thank you for the kind words everyone, i'll keep working hard on the plugin to add features and examples/documentation as quickly as i can!

    It's pretty impressive, keep it up! I just purchased it. Imagine developing a 3D editor plugin for C2. I wonder if that's possible or if Ashley has to implement it.

    Even it proves impossible it would be easy to build a simple level editor that anyone can use. Thank you for the purchase, with every one you guys make it possible for me to devote more time to improving the plugin and making it something really great!

  • QuaziGNRLnose is there a way to get other Construct 2 2d objects to display over top of the Q3D canvas without using inside mode?

    Using the Behind mode. All you have to do is turn make the layer have a transparent background so it shows below. The only problem with behind is it breaks objects like the edit-box that use the html ZIndex, but it allows sprites above. Ideally i'd like to find a way to draw directly into the construct canvas without all the problems/slowness of videototexture conversion, but the two WebGL contexts interfere a lot so it's very difficult to figure out the root of the problem, and i haven't found a good way to do yet even with a lot of searching.

    ill very likely try to make a 3D sprite object with all the functionality of the construct sprite, since it seems like a very requested feature.

  • QuaziGNRLnose

    so... inside mode is like... 3D is between other 2D layers?

    (that is something that is interesting to me)

    If so... can it be fixed?

    Yea its 3D that can be layered like that, and even effects from inside construct can be applied to the output, but it has to copy the image so it's slower than creating a new canvas above or below the construct canvas, and it has the aforementioned problem.

    It can definitely be fixed, but i think its a bug with the construct sdk function that the image gets flipped, so i don't want to add browser specific code to unflip it just yet, because then i'd have to undo that stuff one the actual problem is fixed by scirra.

  • > russpuppy

    >

    > > little 3D platformer demo

    > > demo: http://funandfunnygames.com/demo/3dtestplatform

    > >

    >

    > hm... this is kinda upside down for me... no?

    > Or is it just FireFox?

    >

    Three.js UP is DOWN in Construct2. Just as 0,0 is in the center in Three.js and Construct2 is the top left corner.

    It's only upside down if the view is with the z axis coming out of the screen, from the other side x,y is at the top left and the axis' are normal.

  • russpuppy

    > little 3D platformer demo

    > demo: http://funandfunnygames.com/demo/3dtestplatform

    >

    hm... this is kinda upside down for me... no?

    Or is it just FireFox?

    irina

    russpuppy

    You're using the "Inside mode", which copies the 3D canvas into a construct texture. Because of some bug with the current version of construct or the videototexture function the "inside mode" uses, the 3D canvas gets copied at an upside down orientation in firefox and ie.

    Use the Infront or behind modes to avoid this, the performance is also much better, unless you absolutely need to use the inside mode.

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  • Impressive, mostly 30fps. I like how you don't need to install a plugin for your browser unlike a unity 3D game, its very cool from a user experience point of view. But does this mean that a Construct 3D game won't be able to take full advantage of a computer's GPU? (I understand that unity 3D's plugin allows full access to the GPU, am I wrong?)

    It uses WebGL, so it is hardware accelerated (it's using the GPU)

    Thank you for the kind words everyone, i'll keep working hard on the plugin to add features and examples/documentation as quickly as i can!

  • > Would be cool if Scirra worked with these 3D guys to get the layout editor with 3D camera controls, so you can actually place things in a 3D environment. Though I don't see that ever happening.

    >

    Yeah I don't see that happening. 2D and 3D is actually very different. They would have to redesign so much. The plugin system is a stroke of genius to keep the engine useful for as long as possible. Similar to how Warcraft 3 stayed alive for so many years. Because of a build in editor.

    Support for the official three.js scene editor will probably come, so people will be able to at least use that.

  • Oh wow, that's cool as! Would you be able to do like camera rotation with the middle mouse button or whatever? A future amazing thing like newt pointed out, would be oculus rift rendering

    Not in the editor, the SDK doesn't give me very much control over how things will work in the editor, so drawing wireframes/simple faces from a fixed orthographic view is all i can really do.