QuaziGNRLnose's Recent Forum Activity

  • Is it possible to make a third person perspective yet?

    The tiny tank demo is already in third person!

  • [quote:2ou86vxc] QuaziGNRLnose It uses WebGL, so it is hardware accelerated (it's using the GPU)

    Thank you for the kind words everyone, i'll keep working hard on the plugin to add features and examples/documentation as quickly as i can!

    It's pretty impressive, keep it up! I just purchased it. Imagine developing a 3D editor plugin for C2. I wonder if that's possible or if Ashley has to implement it.

    Even it proves impossible it would be easy to build a simple level editor that anyone can use. Thank you for the purchase, with every one you guys make it possible for me to devote more time to improving the plugin and making it something really great!

  • QuaziGNRLnose is there a way to get other Construct 2 2d objects to display over top of the Q3D canvas without using inside mode?

    Using the Behind mode. All you have to do is turn make the layer have a transparent background so it shows below. The only problem with behind is it breaks objects like the edit-box that use the html ZIndex, but it allows sprites above. Ideally i'd like to find a way to draw directly into the construct canvas without all the problems/slowness of videototexture conversion, but the two WebGL contexts interfere a lot so it's very difficult to figure out the root of the problem, and i haven't found a good way to do yet even with a lot of searching.

    ill very likely try to make a 3D sprite object with all the functionality of the construct sprite, since it seems like a very requested feature.

  • QuaziGNRLnose

    so... inside mode is like... 3D is between other 2D layers?

    (that is something that is interesting to me)

    If so... can it be fixed?

    Yea its 3D that can be layered like that, and even effects from inside construct can be applied to the output, but it has to copy the image so it's slower than creating a new canvas above or below the construct canvas, and it has the aforementioned problem.

    It can definitely be fixed, but i think its a bug with the construct sdk function that the image gets flipped, so i don't want to add browser specific code to unflip it just yet, because then i'd have to undo that stuff one the actual problem is fixed by scirra.

  • > russpuppy

    >

    > > little 3D platformer demo

    > > demo: http://funandfunnygames.com/demo/3dtestplatform

    > >

    >

    > hm... this is kinda upside down for me... no?

    > Or is it just FireFox?

    >

    Three.js UP is DOWN in Construct2. Just as 0,0 is in the center in Three.js and Construct2 is the top left corner.

    It's only upside down if the view is with the z axis coming out of the screen, from the other side x,y is at the top left and the axis' are normal.

  • russpuppy

    > little 3D platformer demo

    > demo: http://funandfunnygames.com/demo/3dtestplatform

    >

    hm... this is kinda upside down for me... no?

    Or is it just FireFox?

    irina

    russpuppy

    You're using the "Inside mode", which copies the 3D canvas into a construct texture. Because of some bug with the current version of construct or the videototexture function the "inside mode" uses, the 3D canvas gets copied at an upside down orientation in firefox and ie.

    Use the Infront or behind modes to avoid this, the performance is also much better, unless you absolutely need to use the inside mode.

  • Impressive, mostly 30fps. I like how you don't need to install a plugin for your browser unlike a unity 3D game, its very cool from a user experience point of view. But does this mean that a Construct 3D game won't be able to take full advantage of a computer's GPU? (I understand that unity 3D's plugin allows full access to the GPU, am I wrong?)

    It uses WebGL, so it is hardware accelerated (it's using the GPU)

    Thank you for the kind words everyone, i'll keep working hard on the plugin to add features and examples/documentation as quickly as i can!

  • > Would be cool if Scirra worked with these 3D guys to get the layout editor with 3D camera controls, so you can actually place things in a 3D environment. Though I don't see that ever happening.

    >

    Yeah I don't see that happening. 2D and 3D is actually very different. They would have to redesign so much. The plugin system is a stroke of genius to keep the engine useful for as long as possible. Similar to how Warcraft 3 stayed alive for so many years. Because of a build in editor.

    Support for the official three.js scene editor will probably come, so people will be able to at least use that.

  • Oh wow, that's cool as! Would you be able to do like camera rotation with the middle mouse button or whatever? A future amazing thing like newt pointed out, would be oculus rift rendering

    Not in the editor, the SDK doesn't give me very much control over how things will work in the editor, so drawing wireframes/simple faces from a fixed orthographic view is all i can really do.

  • looks great!

    do you have an eta on the sub-plugin?

    eh, maybe in a week

  • I've been working on the edittime sub-plugin that will allow you to manipulate objects like regular sprites, apply behaviours etc.

    it looks like this atm:

    any suggestions?

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  • 1) i haven't tested it with any of those

    2) not yet

    3) you can import .obj files as well as .js files exported in three.js JSON format

    4) this plugin doesn't handle animation yet, it draws 3D graphics and you do the rest.

    Documentation will come slowly, i'd like to have extensive documentation but i'm the only one working on this so i have to do work adding features etc at the same time, i'll aim to release new examples every few days.

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QuaziGNRLnose

Member since 2 Aug, 2008

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