fuego96's Recent Forum Activity

  • .. json format is unusable because...

    According to the manual (see second answer below), the best version of the threejs exporter for Blender (just assuming here) to use for Q3D is r71. You can download it from here.

    https://github.com/mrdoob/three.js/releases/tag/r71

    Works just fine.

    ...how do you load .mtl file that comes with .obj?...

    The concepts are rather different. Best to check the manual.

    cjbruce (really helpful guy) has posted a link to the manual just a few posts above. Here is the link.

    https://www.dropbox.com/s/vpn0mbh4m7lo9zj/Q3D%20Users%20Manual%20V2-4_2.docx?dl=0

    Hope it helps you. Sure did help me.

  • Unity has its strengths and weaknesses.

    Not going to lie. I could do my racer in Unity four times quicker. Perhaps with better physics as well.

    However, the .apk was 43MB vs. 10MB from C2 Cordova, and I wasn't even trying hard with C2. I saw some great indie games on the web and on Play Store and it was pretty easy to pick out the ones made with Unity (even without the Unity logo).

    They were the ones I didn't want to download. Really, imagine downloading a racer (like OnTrack) and using up 43MB of mobile device storage.

    The more decent Unity games weighted in at least 50MB. Ridiculous.

  • I will be here off an on, as I am currently working with Unity on a bigger project.

    Treason !

    Actually, I'm probably going to get a Developer cert.

    PS - fuego96 is a genius. Be sure to bug him too.

    PPS - QuaziGNRLnose is also a genius.

    Flattery will get you... attention

  • Hayo

    From what I can tell, a lot of folks here using Q3D are still experimenting with the plugin, myself included.

    And just know that Q3D is a scaled down version of ThreeJS and while it is a viable solution for a lot of 3D scenarios, it doesn't do everything ThreeJS can.

    That said, perhaps you can post a small .capx to allow myself and others in this forum to check out where you're having trouble with?

    Just put it into a public Dropbox or Google drive.

  • OnTrack -- 3D Racer, Home Drifter.

    Video:

    https://youtu.be/tcK2Yza0yoQ

    Image:

    Alpha:

    https://www.scirra.com/arcade/racing-games/ontrack-home-racer-18933

    Uses Q3D. Enjoy!

  • fuego96

    Okay, this is officially awesome. I am blown away.

    Any chance of making this server's API or something like it public? It halfway solves the 3D editor problem.

    Note that the rotation bug is still there though and you'd be fighting with it quite a lot. Perhaps after I release OnTrack.

    EDIT: It's not a promise though, as I'm more interested in making games, not tools

    EDIT2: Thinking about this, unfortunately, my solution cannot be made into a general tool as object selections via mouse require raycasting to specific Q3DModels in a given project. In other words, the server-side is just half of the solution, the other half has to be in the C2 project. Might be better to come up with tutorials but that too takes time and effort.

  • fuego96

    How did you design and place objects for the track?

    cjbruce

    For models and textures, Blender3D.

    For the colliders...

    I made a (crude) keyboard-based collider-box creation, positioning/rotation tool that sent the object creation data to a server (see pic below). The server spitted out a json at the end of the editing session which I could then load in C2 to "replay" the same creation commands during game initialization.

    Was there a lot of trial and error?

    Sure, of course. But the only real trial and error was that rotation bug mentioned a couple of pages ago. The rest was trivial (to me anyway).

    EDIT: Here's a rather large pic as you can't see the green text if resized. Right-click and view image in a new browser tab.

  • fuego96,

    Well done! Its good for poeple to see that you can get great performance out of 3D WebGL. Now if we could only convince people that a 3D viewport is worth it! ??

    Thx again. You know, we'd be better off using an external editor that already has these things. Then make an exporter for C2+Q3D (or C3+Q3D if ever ported). It can even be a Blender plugin.

  • fuego

    cool! Its fun to zoom around

    QuaziGNRLnose, thanks.

    That "set resolution" sure is great for performance tweaking on mobile. Especially since most are now running at a rediculous 2560x1440 resolution and their GPU's are often fill-rate limited.

    cjbruce

    Useful simulation indeed. Wish I was in your class

    Progressing with the mobile version, the framerate is rather decent on 2560x1440 resolution devices (35 to 45fps) and exceptionally great on native 1920x1080 devices (above 40fps). It's not ready yet, just finished a swipeable custom list box for the country selection and now have to improve on UI visibility with Desktop versus Mobile modes. Shooting to put it on Google Play in a few days, maybe. Still finding out stuff that may have to get cut, such as back ray-casting to make walls transparent when camera is behind it -- uses much CPU and material/model transparency doesn't quite work on mobile.

    The amusing discovery here is that, I thought the geometry would slow down everything, but nope. Even with just the ground floor and nothing else, it was the same FPS. Now adding back the extra collision meshes for the stairs

  • fuego96, this is great!

    I'm looking forward to the mobile version.

    Hmm... maybe. Will have to redo a WebGL version of the listbox, which, is currently HTML/CSS controlled. Interesting to do nevertheless. Will try.

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  • Woohoo! Nice job!

    It crashed when I tried to load it on my iPad, but I'm looking forward to trying it on a real computer.

    Thanks!

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fuego96

Member since 18 Jul, 2015

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