QuaziGNRLnose's Recent Forum Activity

  • No, loading animations is not supported yet.

  • Node-webkit should be working, in fact it works better than any of the browsers (except possibly chrome), you have to disable "minify script" on export though, since minifying is not currently supported (this plugin uses loads of external dependencies and is a huge headache to make minifiable).

    EDIT: hmm, the previewing in nodewebkit works but not the export, not sure whats happening so ill have to investigate.

    EDIT 2: Looks like it might be a bug with the exporter too, i got exported node webkit to work but i'm getting some errors on export but not on preview, which is very strange. Everything might work if you export without minify, but this bug is a bit unsettling. seems related to custom functions declared as instanceProto (no idea why they're breaking only on export through nodewebkit but not preview though, Ashley might know)

  • It's hard to give an ETA as im still researching which method would be best for collision detection. I've implemented spatial hashing to speed up the collision testing but i only have support for axis aligned bounding boxes / spheres atm. I'm getting on implementing ellipsoids and perhaps a simple swept body collision response system, and in the future support for polygon soup tri meshes interacting with some colliders so terrain can be imported as a simple mesh. 3D collision detection requires a lot of planning so i want to make sure i do things as right as i can the first time around.

    These things do take time to get right, so i'm trying to do a good job rather than a rushed one.

  • You can do split-screen for any number of players efficiently but only with the 3D content used by Q3D, it can't hijack constructs rendering system. If you meant if it was possible to layer the Q3D canvas to show construct content beneath it through transparency (for possibly a 3D gui) this is possible. You can make the background fully transparent so construct content shows beneath it.

  • > tulamide

    > if someone really needed extensive 3D level design they could make a very simple editor.

    >

    QuaziGNRLnose

    Is this something you plan on creating as an example for us in the future?

    Well it'd be game specific, but all you really need is to save position/scale/rotation stuff and make a simple loader. I might make an example but i rather keep working on extending the feature set of the plugin right now.

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  • I'm currently working on collision detection and response for simple primitives, I've implemented the broad-phase using a spatial hashing scheme similar to what construct uses.

  • it uses a chain of shaders, there's many limitations and you need to have very good knowledge of how pixel shaders work and how to write HLSL.

  • tulamide

    Construct is much more accessible than any of the available 3D engines out there. The editor is fine for mocking things up in a top down or sidescroller view, and if someone really needed extensive 3D level design they could make a very simple editor.

    Making something like tiny tank in vanilla three.js or even babylon would have taken longer than it took me with my plugin, and been much more annoying to prototype ideas with. Construct works really well for doing work quickly, something all other available engines do a lot worse in. Also, i made this plugin so that i could be more productive making 3D html5 content, and there's really nothing else like it around, especially not with the flexibility of constructs event system. There's a lot of engines and i don't think Q3D is trying to compete with them as it has its own specific niche. Saying that it isn't useful is the same as arguing construct isn't because you could use unity 2D. It's just so much easier to get things going than anywhere else, and i feel i can make that true for 3D aswell as i add enough features.

  • Ubivis, without even looking at the capx, you're forgetting to set the "UV repeat" values of the texture to something higher than 1, also if your texture is not power of 2 the repeating wont work (it's a webGL thing i can do nothing about)

  • anyone figured out already on how to repeat a material?

    Problem:

    For my playaround, I set up a cube that renders a material on the inside (you walk on the inside of the cube). The cube itself has a random size in width, height and length. When I do assign the material to the cube, it gets streched.

    Does anyone found out a way to repeat a material instead of stretching on the object?

    Demo Instead of that washy streched texture, it should be drawn over and over again until the whole object is covered.

    when you create a texture, you can change a few properties with some of the texture actions. one of them is "set ST wrap" which allows you to choose various texture repetition modes in the S-T directions, and another is "set UV repeat" which sets how many times the texture is repeated in a give spot where it would normally only repeat once. if you don't set ST wrap to "Repeat", UV repeat will just create an edge clamped texture.

  • Is there any way to get a list/string of all the files a user has added in the files folder (at runtime)? If not could i request something like this be added Ashley, an array of the filenames or something would make automatic loading operations easier so users didn't have to go through a big fuss of specifying files to load if a plugin requires them for whatever purpose.

  • I managed to get a simple blocky thing up and running. Finally managed to load a texture for a material without running into errors. It took a lot of trial and error, and had to go back and forth with the example capx's until it finally worked. My current opinion is that there is a bit of work to do with making the plugin more accessible, and as others have said, it would greatly benefit from some documentation to clear things up. Obviously stuff like that takes time, and I'm happy to have something to play with until then. Still trying to figure out how to load a sprite, and the particulars of creating and applying materials to objects. It isn't exactly user friendly at the moment.

    Does anyone know of any good resources for learning the basics of relevant 3D game concepts? I've googled around, and there are lots of bloated tutorials that either focus too much on a particular engine or language (which obviously doesn't help with Construct) or just assume too much understanding at the beginning. Things that should be simple seem quite a chore, like, you have to load a texture file into Construct first, and then also load in the event sheet, and then create a material and reference the loaded file, and then create a piece of geometry, and apply the material. It's like 4 or 5 steps that could (should?) be taken care of behind the scenes. It's not like you'll ever apply a material without first loading the texture, right? I mean, Construct is generally very good at hiding the unnecessary complexity from the user. It's what makes Construct so awesome. If you've imported an image file into the project, I think it should be taken as granted that you'll be wanting to load it before you use it.

    Anyway, take this as a comment rather than a complaint. It's not like I'm unhappy with the purchase. It's just that this plugin has so much potential to completely transform Construct, and I hope it gets there.

    Thank you for the kind words! I'm definitely trying to make the plugin more accessible but i didn't want to make the plugin limited so i tried to get all the important core functionality as un-user friendly as some of it is into the plugin first. As i've said, I'm working on a separate sub-plugin that already handles all the model loading, scaling, placement in the editor, etc for you without the hassle of loading stuff manually if you don't want to. Features like simple physics are probably also going to be a part of the plugin, but no promises there yet.

    The thing with the object-material-texture pipeline Q3D is set up to use, is that unlike a sprite in construct, which is a completely defined object within construct with its own construct specific rules, 3D models can come from such a great number of places with a bunch of individual needs with regards to texturing etc. It's not as simple as saying this is your texture and thats the end of it. UV settings are important, blending settings are important, sharing textures is important, sharing materials is important, a bunch of things are really really really important to get a 3D object with textures looking proper. Sometimes people don't want a texture at all for certain aspects like environment mapping or specular mapping, maybe sometimes they don't want a diffuse map, sometimes they want the diffuse map to also be the bump map. These kinds of needs were important to address so i couldn't just force people into a paradigm that doesn't work in all cases.

    I'm limited by the SDK in what i can do right now, i can't add my loading stuff to the construct loading system (which is something i wanted to do) because the SDK gives me no way of doing that easily. I can't (don't think i can) get a list of the files in the files folder, because the SDK has no documented way of doing this. There are lots of little things like this which i can't do anything about right now but i'm trying my best to make the best use of whats available.

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QuaziGNRLnose

Member since 2 Aug, 2008

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