Schoening's Forum Posts

  • Well that clears that up. Thanks rexrainbow

  • Good luck.

    But I want to add. I personally would like a double option for 3d. All 3d Plugins so far have been canvas renders based. In which the plugin is built to render worlds. I would really like to see Render To Texture and use the Texture/Image. That way I have more options. So i'm not looking so much as a world renderer, but more of an object renderer.

    I had this in mind. I started out with it actually. I will most likely include it too. But the performance hit is quite massive because I have to draw the 3D onto a 2Dcanvas and then create the texture for the "sprite" and apply it. And that 60 times per second. I did a lot of testing and it gives very big performance hits. However I will still include it once I am done

    Here is an example of how it has to work.

    http://jsfiddle.net/Schoening/XxzS7/6/

    You can see how much resources the 2D texture function uses. And this is not even applying it to a Sprite!

  • scirra.com/manual/19/actions-conditions-and-expressions

    AddObjectParam(name, description);

    Won't this only work inside the Event Sheet? I want it to work in the properties bar if that is possible.

    I tried it out. This gives me the Object Type. I need to access the Unique ID I suppose. I keep looking.

  • Was wondering when this would happen.

    Actually there already is one from way back: https://www.scirra.com/forum/viewtopic.php?t=67847&start=0

    I just don't find it very intuitive and it does use a different 3D library. So I am doing my own

  • ...

  • Currently waiting to see how the Q3D plugin works out.

    But it does not look like what I expected, so I might revive this project.

  • I am trying to create a Plugin [A] that lets you select an Instance of another Plugin .

    I want to load all the instances of Plugin into an ept_combo property of Plugin [A].

    This ept_combo list would have to change dynamically inside the Edit Time when new Instances of are created.

    I have taken a look at this example http://c2plugins.blogspot.tw/2014/02/reuse-ace.html.

    But it does not seem to work inside the Edit Time when I modified it for testing:

    var plugins = this.runtime.types; 
    var name, inst;
    var PLUGIN_LENGTH = 0;
    for (name in plugins)
    {
        inst = plugins[name].instances[0]; 
        PLUGIN_LENGTH ++;
    }
    alert(PLUGIN_LENGTH);
    [/code:1by9qioc]
    ^^^ Just Gives me Errors
    
    To get a better understanding of the [u]ept_combo[/u] I wrote this:
    [code:1by9qioc]
    var randomLength = Math.floor(Math.random() * (10 - 1) + 1);
    var combo_array = "";
    var combo_array_backup;
    for(var i = 0; i < randomLength; i++ ) {
    	combo_array_backup = combo_array + i + " |"
    	combo_array = combo_array_backup;
    }
    combo_array = combo_array.substring(0, combo_array.length - 1);
    
    var property_list = [
    	new cr.Property(ept_combo,      "Canvas",       "0",    "Select the Canvas", combo_array)
    	];
    [/code:1by9qioc]
    
    Instead of a random number I need to have the amount of instances of [b][B][/b] inside the [u]ept_combo[/u]. And when new Instances of [b][B][/b] are added then all instances of [b][A][/b] need to update their [u]ept_combo[/u] property accordingly.
    
    Help!
  • henriquesv

    I'm surprised you get any issues.. My guess is that you have to many events. Consider using a Family Object for the events and then nest from there.

    Instead of:

    On Blue Touched
    On Red Touched
    On Green Touched
    [/code:2bg00v77]
    
    Do:
    
    [code:2bg00v77]
    On Square Touched -> If [square color] -> Do this.
    [/code:2bg00v77]
    
    That should reduce the amount of events. 
    [i](I have not yet looked through the Construct2 source code. But I would assume that this reduces some internal looping quite a bit)[/i]
  • its pretty obviuos that your project or your pc is not running webgl, but canvas2d... that why you get bad pefromance.

    Are you sure about that? As far as I know physics have nothing to do with WebGL. This all runs in JavaScript. Not on the GPU. His graphics hardly matter for such a simple demo.

  • Hi, I also tried CocoonJS... it is not worthy! Compilation takes a lot of time and it can be even slower.. =(

    Seems like I have to quit using embedded physics and aim some work-around....

    Physics is always an issue with JavaScript. But I am getting smooth 60fps on my old desktop.

  • Cheers mate

  • I don't see how anyone else can help you if you are testing non-standard plugins that no-one but yourself has access to.

    Do images normally show, especially on a 'vanilla' installation?

    If so, then the finger of suspicion points to your plugin devs.

    Thanks for the tip! I did a vanilla install to check.

    I must accidentally have changed the Sprite Plugin...

    Done here. Ty

  • Did not want to put this in the Bug Report quite yet. As It could just be that I messed something up working on plugins in the SDK.

    But take a look. Colors and Images are not showing inside the editor:

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  • Since I am working on a 3D plugin + 3D model importer I was wondering if it is possible to render the 3D models inside the Editor? It uses V8 but does it support the <canvas> element? This is not really necessary for the plugin. But it would make things look a lot nicer if I could show my 3D models inside the editor rather than just colored squares.

    The models I import are in the JSON format. So I suppose if I went out of my way I could write something that at least would draw the wiremap. But if there is support for the <canvas> tag I could skip all this and just use the 3D rendering library inside the engine.

  • I got a plugin that acts like a array. And I would like create a second plugin that can then select one of the array plugins at edit-time to be added to them. I can't find anything in the sdk manual that looks like that. Could you point me in the right direction?