techjunkie's Forum Posts

  • Are there any new updates coming out this year for Q3D?

  • I tested my q3d project in intel XDK last month , I can get the web, emulation, app preview and usb direct connect working , but if I use the apk I built in XDK it runs, none of my 3d models show up, but everything else does and is functional. So somthing is being changed in the apk package inrelation to 3d models. I am going to try and set some debugs so I can see them when I run the apk and examine the 3d files when I get time this week.

    So all my test projects the apk tests have failed on intel XDK developer app and Cocoon developer app Cordova, that worked ok on the intel xdk developer apps and usb and the raw html/js file.

    And all my runtime errors in the debug consoles points directly to the q3d code in c2runtime.js , if I removed all q3d it loads ok.

  • ok thanks, ya that fixed my issue and I learned somthing.

    techjunkie

    You aren't differentiating between forces and torques and aren't thinking in vectors/components. I'm not here to be a teacher, the oimo physics actions/forces/torques are no different than those you'd find in any other 3D physics engine. To use a physics engine you need to actually understand what directing a force means.

    Anyway, i can't upload a cap because im using a newer unreleased version of the plugin atm, but heres how you could modify the morph demo to use oimo:

    Image

    Make sure you turn "prevent rotation" on for the character physics. (the properties i used are the ones for "Q3DModel") that you can see.

  • OK Sorry about that, I have been researching and reading and learning as I go on physics forces and vector, its slow process. I am not hidding anything I was just trying to reword it so I its understandable as I was tired kinda and got mixed up trying to word and my limited understanding on the subject so it and felt it was hard to read after relooking at it. I am new to this and finding your Oimo physics plugin a challange with out any examples to show me like the built in physics. Since I paid for this if you could just provide me a small example like the quake movement on how to use your oimo force and torque that it does really all work and thats should help me a great deal in moving forward with my project as I have no more physics issues to resolve and I wont ask you any more questions .

    techjunkie

    Please don't edit your old post to hide that you're asking the same thing again when I didn't answer. You need to learn some basic physics/dynamics and trigonometry or else you'll have far too many questions to move forward. The questions you're asking aren't even clear/don't make much sense, but a little bit of research on forces and vector math would give you the answers what I have beenyou're looking for.

  • admin can remove this

  • ok thanks I have only used box2d physicis behavour up to this point and its not the same, I guess it dumb'd down by hiding what going on it background, I have some basic direction and rotating movement working and basic collisons, just the turning on angles. there not allot of information or any examples on how to use that physics behavour. Is Q3D Oimo Physics based on Oimo.js ?

    So I see I have some research and reading to do on this, that helps me thanks

    techjunkie

    "angles" don't particularly exist in any simple way in 3D. For this reason 3D physics use vectors to indicate directions of forces/torques (this is pretty standard practice, you wont find much 3D math/physics relying on a system which uses angles since they can have weird singularities/gimbal lock). You'll have to apply 3D force with the directions/components of the angle you want to point at. use sin/cos. something like x:cos(self.Rz),y:sin(self.Rz), depending on how you want your coordinate system set up.

  • Req: I think a drag and drop feature added to the editor/eventsheet would improve the work flow speed and be major feature improvement in constructor 2, I know I want ir and expect others would welcome it.

    The editor event sheet looks like its a drag and drop to me , I thought it was drag and drop based on its design and I was suprised when it didnt work ,so if we could click on action and drag it to event sheet or condition or any logic object since its already in the layout.

    Cheers Techjunkie

  • I trying to figure out how to use the Q3D Oimo Physics for player/vechicle gravity movement and also using gravity on Z axis somthing box2d can't do for pulling and pushing the objects for angled top down 3d camera view.

    with regular box2d physics I am using the apply force at angle for movement and using torque for turning.

    this is what I am using now -

    Apply Physics force value # at angle self.Rz

    ApplyPhysics torque at -# value

    What is the equlivent on Q3D Oimo Physics behavour, as I do not see any angles in the physic force and torque actions, I see offset's but so far I have not been able to recreate the same gravity movement like in and box2d.

  • mediafire.com/download/oc424ukpcufbwtb/bug.capx

    here is the link to the capx file.

    Ok you cant collide a q3d model with a 2d sprite that triggers that popup function error.

    So currently - ( q3d model on collison with sprite - destroy sprite ) - wont work :> one is 2d and one 3d or not designed to function that way is the simple answer.

    Change it to (q3d model - on collison with q3d mode2 destroy 3d model2)

    Create another q3d model object and change the sprite to q3d model2 and destroy the q3d model2

    There are some things you can't do that is the 2d to 3d collisions, but you could still destroy a sprite after the collision but the collison needs to be between both 3d models on same layer.

    but off the top of my head you could hide the 3d model2 no texture and turn off debug helpers and then place a q3d sprite instead above the 3d model then you get the same effect from 2d camera view.

    first put the q3d sprite on top the qdmodel2

    then try

    ( q3d model on collison with q3d model2 - destroy q3dsprite destroy q3d model2 )

    I hope that helps.

    cheers techjunkie

  • post your capx I can take a look at it.

  • update: ok I got my q3d game code exported to cordova via intel xdk to a apk installed and tested on all my android devices. All others that I tested browser builds, linux and windows exe's no issues and iphone emu tested ok.

    The black screen issue, did not show up on the emulators tests, It only happen on the real android devices and it turned out it was related to my 3d models being to large for mobile I am guessing to much gfx ram. And had nothing to do with q3d or c2. To be sure I tested the smaller 3d .json and .obj and the smaller files had no issues on my tablets and phone.

    Only issues I see now is the game app speed as the game gets more complex , that will prob be the biggest issue.

  • you wouldnt happend to have a capx? that shows it. if not I will try and figure it out.

    Thanks

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  • what the best way to create a skybox or skydome starbox etc with q3d for 3d sky not 2d one has anyone done this?

    I guessing a transparent 3d sphere obj that has a mapping of a sky image on it of a sky, checking to see if someone has done it allready and has capx.

  • Sam Mortimer -> there is a set resolution action in Q3D Master.