QuaziGNRLnose's Recent Forum Activity

  • oops! sorry

  • > The function it uses isn't implemented properly in current builds of IE and firefox... chrome/NW shouldn't be acting that way.

    > hat's what I expected, too, but the game is actually right way up in Internet Explorer and Firefox, but flipped upside down in Chrome and NW.js.

    I'm using Construct2 r201 and Q3D v2.3.

    ...

    I hope you'll finish your exams soon.

    Yea I checked and the issue is most likely fixed in the next version already. If it's really a both you can try going to line 1161 in the runtime.js file of Q3DMaster and changing this code:

    			if(this.runtime.isIE||this.runtime.isFirefox){ // these two browsers are upside down....
    				glw.quad(blx, tly, brx, try_, trx, bry, tlx, bly);
    			}else{
    				glw.quad(blx, bly, brx, bry, trx, try_, tlx, tly);
    			};
    [/code:3biyos2s]
    
    You should replace the [code:3biyos2s]if(this.runtime.isIE||this.runtime.isFirefox)[/code:3biyos2s] with [code:3biyos2s]if(true)[/code:3biyos2s]. That should fix it for you for the time being.
    
    The new version uses proper feature detection, so it should become a non-issue after update. The problem was when 2.3 released this fix worked, and now for whatever reason it doesn't. hope that helps!
    
    I'm sorry about exams but that's the way things are sadly! Nonetheless continued reports help me deal with issues, regardless of if i have time to make the fix now or later.
  • It's known, but it's a browser bug actually. The function it uses isn't implemented properly in current builds of IE and firefox... chrome/NW shouldn't be acting that way.

    I've toyed with implementing feature detection to "unflip" it since firefox/IE never fix their broken WebGL. Not sure if it works everywhere yet but its in the update i've been working on. For now it should work in NW and chrome properly, and i really recommend using chrome to develop since they're the only ones up to standards in a lot of things relating to WebGL.

    I'm aware the lenses distort the images, however a lot of demos work quite well without it from my experience since your eyesight doesn't really have a strong stereoscopic depth perception around the edges of your eyesight. I'll see how hard it'll be to implement a camera mode for VR alongside perspective/orthographic that has the lens stuff built in. Again though i don't have time to do it right now.

  • LittleStain

    You can scale/rotate/position bones at all times. Basically full control of the bone matrices. Animations override certain things if they are present (i.e. If you animate with rotation, playing the animation overrides any manual changes to rotation.

    Everything is pretty standard. You also have control of the interpolation mode between linear and catmull-rom variants

  • Believe me I rather be working on the plugin than studying

    You need to change Q3DMaster to use "inside" render mode to apply effects over it within construct. There's a performance cost on SOME platforms though since it has to render to a canvas then copy into a C2 texture each frame. This feature is pretty optimized and inexpensive in chrome but IE and Firefox have a much worse implementation (as usual with WebGL stuff).

    You might actually be able to do without the bulge, i'm not sure about the specifics but i'm pretty certain I've tried examples that work fine without it. the cardboard examples if i recall.

  • googledrive.com/host/0B-Rseo5BvYB1flc4aDFyVkt0S3JZWlJzZngxbjMzeFVNYkY0SVVhNGNINVQ3bWJXaXc3aUE/index.html

    Animation without morphing and bones. *.obj

    https://drive.google.com/file/d/0B-Rseo ... sp=sharing

    I don't recommend doing animation that way. Change model is a slow and expensive function, even though it's optimized with recycling which speeds it up somewhat, actual morph animations is much much much faster and implemented entirely on the gpu.

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  • C2 uses SAT and convex decomposition for it's collisions. There's not really anything better for 2D, i don't feel like GJK would offer any performance gains in a 2D environment. What perplexes me is the lack of more primitives, especially circles, since these would be the fastest and most general collision bodies to have, as well as dead simply to implement.

  • QuaziGNRLnose, If you get the skeletal animation-option working I will surely be very interested in this plugin.

    The object-manipulation I have in mind is far too complicated to achieve with morphs and speed is far less important than precision.

    Being able to manipulate each bone separately would be very important.

    Although I have been fooling around with other options (Unreal, babylon.js) I would love to be able to create my project in Construct2.

    Yes as i have it the bones can be controlled / picked individually, as well as with exported keyframe animation. I've designed the system around the fact one would want to use skeletal animations where dynamic animation is important. I almost have it working but sadly exam periods are rolling around in university so it's difficult to find time to put in working on Q3D atm.

  • As things stand it's been pretty difficult to get them optimized, and this has been delaying their release. The way they're implemented currently in three.js is less than ideal for some purposes and it's not trivial to change it. They're not useless, just the number being used at once should be limited, the number of bones kept to a minimum, etc. I leave this up to the developer but it makes skeletal animation more difficult to apply than morph animations, the game programmer has to control when and where to use them carefully, and when to initialize/deinitialize models. The reason they're expensive is that one "skeleton" is actually made of many hierarchic objects, say 30 bones, so it's as if you have 30 extra objects per skeleton. On top of that animation incurs an overhead and search structure to find how and where to tween, and to calculate the quaternion interpolations. Right now i have it so that it also creates construct object "bones" so that you can manipulate those with events/pick them/test for collisions etc. again this makes using the system easy, but also makes it slower. Morph animations are just static frames shoved into the gpu. It can render them incredibly fast so they're a bit more appropriate for a Javascript game where CPU use should be kept for doing game logic.

    I really do try to optimize things as much as possible but sometimes it's a very difficult trade off between doing that and making the system easy to use. I do my best to try and optimize things.

    The exporter is really dumb, I didn't write it. Eventually i hope to make some pull requests and add useful functionality. For now you'll have to manually rename. These things tend to change with time since three.js is an open source project, and I try to stay within a version or two of the releases.

    smebor

    obj format dont support anything like that, they're pretty much model data only.

  • Id still recommend using morph animation if you can. Its implemented in hardware so instead of getting slowdown with 14 skeletons, you can have a hundred animated objects. The cost of skeletal animation is much higher since its got to search for the next position of each object.

  • Yes im definitely trying to get those features in asap. Ive been working on them since december.

    This usability feature however would take me a few minutes so its not really getting in the way. I have a few bugs to work out for skeletal animation and it should be ready (although .js engine limitations are making it pretty slow, and i haven't found a way to optimize yet).

    As for shadows, a nice trick is to move the directional light with the camera. This means the shadow volume will only clip objects that are very far. With a little bit of trickery you could even place it infront of the camera so no gpu power is wasted casting shadows you wont see. If you turn on light debug you should see a box that represents the shadow camera. It must be adjusted to determine the volume shadows are cast in. The way shadows work is that each light with shadows has a camera that renders the scene from the lights point of view (in an optimized way) and determines what surfaces are "seen" by the light. Hopefully this helps.

    If you have suggestions for new examples please share them and ill whip up examples for the 2.4 release

  • If you don't need bezier curves, you can pretty much fake vector polygons by using sprites for "edges".

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QuaziGNRLnose

Member since 2 Aug, 2008

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