R0J0hound's Forum Posts

  • Best I can come up with is a custom solution. Basically we’ll need a way to follow a path even if the object is pushed off the path. The path finding behavior kind of has a fixed path that the object follows so that’s not usable as is.

    If the units are moved with say the physics behavior they can push each other out of the way. Then to move along a path you change the velocity as needed. It’s simpler said than done but the concept is called “steering behaviors”. There’s one that steers to follow a path but I haven’t implemented a working solution of that yet. Another idea is to divide the map into a grid and do a flood fill from the goal to the other grids. Each time you store the direction from the previous grid position. So what you essentially get is a path from all grid locations to one. Then you can just set the velocity based on where the object is positioned.

    There are other solutions too. But nothing super simple comes to mind with the tools construct provides.

  • I’m unfamiliar with that template but would this work?

    construct.net/en/forum/construct-3/how-do-i-8/anybody-know-something-this-173033

    It positions the camera a bit behind the player and looks at a bit in front of the player. I adjusted it so that the player is on the bottom of the screen but you can tweak it more.

  • Here’s one way. Is one color at y=0 and the other at y=480.

    t= sprite.y/480

    Set color to rgb(lerp(23,72,t), lerp(24,104,t), lerp(25,89,t))

  • Currently it takes all the polygons facing the light, loops over each pair and casts shadows on each one. Kind of brute force but I should work on any mesh.

    The meat of it is clipping a polygon by a plane. Then a shadow is cast on one polygon (A) onto another polygon (B) by taking all the edges of A and making plane with the light position, then clipping B by all those planes.

    An improvement would be to use a a binary space partition in conjunction with that to do that more efficiently so higher speeds with more polygons is possible. Google SVBSP (shadow volume binary space partition) for the algorithm.

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  • I suppose you could. The binary object would help in decoding rom files. What did you want to try to emulate?

  • To address the mass not being taken into consideration:

    Force = mass * acceleration

    The units with the physics behavior is off by a factor of 50 or so. In practice that only matters if you want to use exact units. Most of the time you can just tune the numbers.

    There is no solution for the sleeping with what the physics behavior provides access to. If you can somehow access the underlying physics engine from JavaScript there may be a way to do it, but the behavior wasn’t designed for that, and you’d be fighting with the behavior.

  • Setting a 3d camera and using a fog effect should be enough to do it.

    Here I made the camera be a little behind the car and look at a little in front of the car.

    dropbox.com/s/thbtrfjyauqk9rn/mode7like.c3p

    For the 3d looking car it's probably just a car sprite on a 2d layer.

  • So I managed to to make a demo of realtime shadows between two cubes an a ground plane with a point light. It's using the shadow volume method using polygon clipping.

    dropbox.com/s/f9x1ov9fy7y7bpr/3d_shadow_volume.c3p

    You can drag the cubes if you click on the the middle of them. The fireflies in the shadows are from Z-buffer precision limits. The edges show sometimes as well since the shadows are offset slightly to reduce z-fighting.

    To fit it into 25 events it's currently limited to just the two cubes and ground plane. However I think I can see at least one more event I can squeeze out of it so we could have any number of cubes after some refactoring, but that's for another day. Overall it was an interesting test, but to make it simple to use in general would require a lot more work.

    Anyways, cheers!

    EDIT:

    made it so you can add as many blocks as you want and added block color.

  • Oh, strange. I would have thought a higher refresh rate would make collisions more accurate. It's the lower framerates that could cause objects to pass through walls.

    Sounds like a bug if collisions are failing at higher refresh rates. Ashley

  • Off hand you could make some functions that would both call console.log and write to a variable. Then you could invoke a download of that variable to a file.

    I suspect there is no direct way to access the debug console contents since this is JavaScript and browsers limit what data you can reach for security reasons. Google may prove me wrong though

  • One possible reason could be the game is running at a lower fps on your students pc than the other ones. Maybe her machine has another app or a windows service running in the background that’s affecting it.

    You can check that by setting a text object to fps in an every tick event.

    With a lower fps the object will move faster in a frame. As an example say you have an object moving at 1000 pixels/second then:

    At 60fps the object will move 1000/60 or 16.66 pixels in a frame.

    And worst case at 30fps (construct doesn’t let the time step get lower than that last I checked) then the object will move 1000/30 or 33.33 pixels in a frame.

    So thin walls with fast objects can be a problem with low fps since they can have moved past the walls without collisions. Or even if a collision is triggered and the object is most of the way through it will be pushed out past the wall.

    You can also check the refresh rate of the monitor. 60hz is standard but many monitors have have higher at 90hz, 120hz,…etc.

    Anyways that’s my best guess what’s amiss. Fast speeds, thin walls and something causing a fps drop.

    If that’s not the issue then you can also check the browsers error console to see if any errors are listed. But I don’t think any are likely.

  • Probably any of my examples can be improved. I go to the point of getting it working a basically stop. There are things that likely can be changed to make it faster. Also if finding a path takes too long it can be changed to do it over multiple frames instead if need be.

    The tweaks are endless. Probably the newer examples I’ve made are better. My goal is to make capx as simple as possible and do what is desired.

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  • I mean the example above is pretty instant with finding a path.

    Besides events you can make a plug-in and do what you want with JavaScript. You can also run js with the browser plug-in if you want to do that instead.

    Events just are easier and more flexible especially with interacting with other things in the engine. You can often improve performance by refining the algorithm used.

    JavaScript can perform faster but you also have to deal with debugging it inside your game.

  • An event based AStar algorithm is quite doable. If you search for posts by me that mention “astar” you’ll find a lot of examples. I’ve seen other users post examples too on here.

    If you want to make your own I’d recommend the site redblobgames. It is one of the best references of how to do it.

    The part of the algorithm you’ll want to modify is the part that looks at the neighbors of a location. For grid based it’s the four directions. For hex based it’s six. For node based it’s whatever other nodes that are connected. And since it will be event based you can have the obstacles different for different purposes.