QuaziGNRLnose's Recent Forum Activity

  • DatapawWolf Fundamentally there's no big problem with using construct for 3D. Sure the event editor isn't geared towards it, but using the event sheet and other plugins makes prototyping things that would take a whole lot of time to troubleshoot and build in javascript much much quicker and effective. Making things work in 3D is much easier than you're assuming.

  • Like i said by the end of the week or beginning of next (like monday) it'll pretty much be ready for release. there's a few more non-necessary things i want to add before then, but as of now the only major component im missing are skinned/morph animations, which will come in the weeks after release with other tertiary features.

  • Schoening

    It uses either, specified by the user.

    Ize

    just pics right now

    heres dynamic reflection mapping which i just implemented

    Demos will be up soon.

  • My plugin is almost complete and should be available by the end of the week, i have about 150 functions that range over a lot of the functionality of three.js and extra stuff like collision and split screen etc. support for animations will come later as it is quite complex to integrate them well.

  • probably a mix of both

  • This is exactly why an IDE SDK would make sense...

    Not for this no, something like this is meant to be controlled at runtime, theres no real difference between a start of layout load and and setting things up in the IDE. Its better to make a standalone editor with exportable files imo than rely on something built into the IDE.

  • How do i affect the loading progress of the game? as in, where and how can i control when the game is ready automatically with my plugin, if it has to perform certain tasks before the layout/game can be started.

    I'm aware i can make a flag condition that tells the user when everything is ready, but it would be nice if possible to just do the loading work that i need automatically when the game starts? how and what does the loading progress currently do, and is what i want possible?

    would this be for the on create action of my object or someplace else?

    i know i saw a this.runtime.waitForImageLoad function somewhere, not sure if this is doing what i want for images, but i need a way to make the runtime wait as something is being preprocessed, so a way to tell it "wait" is imperative and then tell it can start again, or any similar solution.

  • https://developer.mozilla.org/en-US/doc ... Math/atan2

    its essentially just this function, but to make it work like angle(x1,y1,x2,y2) something like this should work:

    Math.Atan2(x2-x1,y2-y1)/(2*Math.PI) (you can omit the math.pi thing if you want the angle in radians rather than degrees)

  • i plan to just have most of the functions/methods you would use with three.js implemented as actions, and some way of looping through all the three.js objects/materials, to select them/modify/create/destroy them. It's all just brainstorming right now cause to be honest i'm not entirely certain of what to do yet.

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  • It's more in line with how C2 works which makes it intrinsically not inline with how three.js works. It would introduce significant overhead to do it with objects outside of the plugin i'd think

  • I'm leaning towards doing something similar to what you were doing with your first design.

  • alright so for now ill use videototexture, and provide an option to just place the three.js canvas below the c2canvas since this is fastest if you have no reason to pass the texture to construct, and just want construct to render 2D stuff for a ui etc. Thanks for all the help guys!

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QuaziGNRLnose

Member since 2 Aug, 2008

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