QuaziGNRLnose's Recent Forum Activity

  • gorgonzola

    It should work with default settings, unless they've changed somehow. the error in question relates to checking for model materials, it's an oversight on my part (it expects them to be there) so if you export with materials it should fix it.

  • nodewebkit is supported but the events for that capx don't do the right thing for the different window size. It's just the expressions for that file that are likely wrong, not the plugin itself. I wrote it for webpages so something funny is happening in NW that could easily be fixed.

    no idea what you mean about the physics example.

  • Polygallon

    you need to name the animation "DiffuseMap", its explained in the example for textured models

  • Awesome plugin! Do anyone know if this works with the Wii U? I'm guessing probably not due to WebGL rendering, but I may be wrong?

    I'm pretty sure it wont work because it's WebGL. I haven't gotten anything to run in my WiiU browser at least.

  • Its possible with q3d, but the math/linear algebra involved (unrelated to q3d) is a bit complex if youve never done it. Q3d viewport casts rays too, just based on x / y coordinates, the intersection gives you info about the point of intersection in X,Y,Z , normal of intersections, etc. through the expressions (they have useful descriptions).

    You'd make the grid one big Q3D Model, and test for intersections with it. then you'd take the intersection point and do something like x= round(.x/cellsizex)*cellsizex to get it aligned to the grid. Just check out the source for the page to get an idea of how they did it! obviously it'll be simpler with Q3D since it has lots of functions and objects to do it, but not vastly different.

  • lost my q3d plugin pass ... is there a way to find out what was it? since on website i dont see a password recovery ... :-s

    email davioware(at)davioware.com with your contact info / name / any useful identification so we can check the database/email history for your purchase and resend it.

  • kmsravindra

    Thanks for being so helpful with your testing on iPad, I'm doing my best to ensure Q3D performs as well as it can. somethings you listed like the transparency are simply shortcomings of forward renderers that i can't avoid without a heavy performance tradeoff, and other things like morph animation size are just a drawback of the technique. When skeletal animation is available you should be able to improve loading/filesize issues (morph animations love to chew memory when not used for procedural morphing stuff) at the cost of some performance (skeletal animations are more cpu-intensive, since they require extra transformation matrices). That's quite an old iPad you're testing on, so it's understandable to me now why there have been these issues, as i stated my nexus 5 can run many lights simultaneously in the browser no less! i think this stuff varies widely among platforms.

  • I see many people are using this plugin without problem. How about mobile performance with lights? anyone tested it?

    Performance on mobile varies widely between device types / OS / hardware

    The WebGL standard is support better by some (google / android) than others (apple / IOS). My current stance is to optimize the plugin for current average desktop hardware. Phones will get there when they get there, but I can't do much to make it more performant that wouldn't mean severe limitations. When Q3D was in V1.0 most (probably all) phones couldn't run/render 3D WebGL with much success, and now I've gotten 60 fps on a nexus 5. I'd say mobiles are catching up, but first and foremost Q3D and really WebGL itself are optimized for desktop web applications right now. Test the mobile demo on the first page for an example on your phone browser. It has 6 lights i believe. I'm working to make it a fast game engine for the web, but WebGL's still pretty cutting edge so the mobile environment/devs aren't as fast on the uptake of the technology as desktop browsers have been. I'd say anything you make with it will eventually (in the not so distant future) be running just as well on mobiles.

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  • where is manual how to use this plugin? i would like to read it before getting it, thank you

    I don't have one made yet, as the plugin is still undergoing lots of changes. a manual will likely be out in a few months after physics and skinned animation using bones are implemented.

  • QuaziGNRLnose, When I am use morph animation "DO loop and do ping pong" mode - then I see that the animation once it reaches the last frame momentarily jumps back to first frame ( seen like a flicker) before it starts going back from last frame to first frame. The same DOES NOT happen when I use "DON'T loop and do ping pong". If you want to verify this, you can verify it in the .capx file that I shared with you.

    strange, i noticed that. I'll fix it. It's due to me only testing with animations that loop cyclically so i didn't notice the issue

    if you want to fix it before the next update it'll be really quick.

    look for the block of code around line 163 in the Q3D Morph Controller Behaviour runtime.js file that looks like this

    				if (a.pingpong){
    				
    					a.t = a.t+a.speed*(dt)
    					if(a.t > Ma.animlen){
    					a.t = Ma.animlen
    					a.speed = a.speed*-1
    					a.pong = -1;
    					}else if( a.t < 0){
    					a.t = 0
    					a.speed = a.speed*-1
    					};
    				
    				}[/code:36xuh9iu]
    
    and change it to this:
    
    [code:36xuh9iu]				if (a.pingpong){
    				
    					a.t = a.t+a.speed*(dt)
    					if(a.t > Ma.animlen-1){
    					a.t = Ma.animlen-1
    					a.speed = a.speed*-1
    					a.pong = -1;
    					}else if( a.t < 0){
    					a.t = 0
    					a.speed = a.speed*-1
    					};
    				
    				}[/code:36xuh9iu]
    
    i had forgotten the "-1" after Ma.animlen
    
    also a suggestion: you could store the multiple animations for the cube in a single file, and use different animation names.
    
    EDIT:
    
    I also think i know why your ipad performance is extra low. Your exported models have skinning/bones information, which they never use. When you export morph targets, you don't need to check skinning/bones/skeletal animation in blender, or else you'll get both morph targets AND bones. Bones are loaded even though they aren't properly used, and they also waste a lot of memory if you're not using them. You don't need to check that stuff if you made your animation using bones, you only need it if you want to actually use the bones with the model in real time, which isn't supported yet in Q3D anyway (it will eventually).
    
    I managed to fix both the bugs you reported so they'll be gone in the next update
  • The c2 sdk is pretty limited, id imagine stuff like this would be part of c3. There are a lot of choices in the c2 plugin system that could be vastly improved. Obe major issue is plugins cant share a common ACE, so you end up having to do nasty workarounds. Theres a lot of features i wish the sdk had that would make advanced plugins easier to maintain. I feel the current sdk was designed with the expectation that the plugins wouldnt become very elaborate, or try to augment c2 in a meaningful way, and thus only needed the bare minimum in terms of inheritance and eddittime data management.

    As things stand its impossible to make plugins that require preprocessing without nasty hacks and workarounds. Another issue is that the edittime only has access to textures, so if you need to import some proprietary format, or some kind of file and display that data in the editor you just wont be able to. The data interface is severely lacking aswell, and doesnt allow any kind of interaction. Theres a lot of issues that c3 should address like this. I love construct but i feel the closed off edittime like this is a huge detriment to its growth.

  • kmsravindra

    Yea its a bit wonky but its also how you initialize other objects in C2 (even the official plugins).

    When i have the time ill fix that interlayout bug. But as i suggested try making q3d master global and having only one instance instead of having multiple. This will make your application faster, because each Q3D master carries out an expensive initialization step on create/destroy

QuaziGNRLnose's avatar

QuaziGNRLnose

Member since 2 Aug, 2008

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