fuego96's Recent Forum Activity

  • Powered by Q3D. For those of you who like racing and drifting -- indoors.

    https://www.scirra.com/arcade/racing-ga ... acer-18933

    Score the best time for you and country.

    Forgive the inadequacies or lack of polish, had to make sacrifices <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • I've searched and couldn't find an effective answer to the following question and since it's (remotely) associated with loading material assets, model JS'es and stuff, I thought here's as good as any place to post it. Since it could be found with a forum search if anyone else wanted to know about it. Anyway...

    Does anyone here know how to effectively monitor the browser appcache "UpdateReady" event in C2?

    Essentially, I want a "appcache is in progress" message to dissappear when "UpdateReady", but I tried with the browser object's "On offline ready" and "On update ready" events and they don't seem to work.

    It would be great if it did work (or work consistently) so users would know if content/assets are being updated or not.

    I did read in one response by Ashley that it's not guaranteed to work and is dependent on server responding with a content-length header. But before I go and do some server configurations to check, I'd like to post this question and see if any one of you delightful folks were able to get it working at all.

    Seems straightforward from what it says in their event descriptions. But then again, I could be using it wrong.

    EDIT: It works. But not sure why it doesn't when it doesn't.

  • ...Can u send a .capx?

    Here.

    http://crxmedia.com/test/ss/simple_rotation_problem.capx

    Result (as posted previously)

  • ...I have found the Oimo physics is actually faster than most of the techniques I tried - to the point where I was satisfied with the performance.

    Same experience here. Is it any wonder why we'd like everything to be physics controlled?

    Anyway, just to conclude on the rotation bits. I found that multiplying pi with any positive number, equal to or greater than 1, will rotate the Q3DModel without any problems. It's an acceptable starting point for spinning hazardous game-objects that are statically placed in the world.

    http://crxmedia.com/test/ss/rotation_problem.capx

  • ...I ended up using torques instead of setting angles for all physics objects.

    I have no idea what is going on with the uneven angles though. It was just plain bizarre.

    My last resort is to use torque (maybe), which, is rather overkill for a statically placed wind-turbine providing one among many other hazardous obstacles for the player vehicle (for a game I'm working on).

    And the effin' angles... yes. I'm still trying to figure that out. Even if i made a 3D floor tile in Blender3D, duplicated a few, rotated them and wrote down each tile's X, Y, Z rotation on a piece of paper, then input them into Q3DModel as values for rotations, they don't visually appear the same either.

  • ...I ended up just ignoring it and working around it.

    It's "workaround-able" for some games but can introduce far-reaching inefficiencies for others. I think the real question is, is rotating by a local axis -- which should have been a problem-free instruction -- even "advised" or not.

    By "advised" i really mean robust, or should I just treat it simply as a non-existent function and move on?. There are a few things I'm seeing but don't have an IQ of a thousand or more.

    So, if anyone can correlate why the rotations are only okay at angles 3, 6, 9, 12 etc., as can be seen here, then you're a genius (maybe). Basically values in multiples of 3 (integer) or pi multiplied by another integer.

  • Eh... I'm trying to rotate a collider mesh (no model) but am getting strange results. Is it just me?

    Does this (video below) happen to anyone else?

    Would appreciate any explanations as to why this happens.

  • cjbruce I say keep the wheels, create a new vehicle version and write a function to switch between the two. First reason is for performance (if slow), the other is for different vehicle-looks after consuming power-ups if the game has such an intention. A little bit of product differentiation goes a long way.

    ... has to do with positioning/rotation of the visual elements. I should be able to parent them to the body and do rotation about a local axis, shouldn't I?

    Gosh. Imagine designing a wide variety of vehicles like this as opposed to having a 3D modeller design and rig it, you use a single Object3D and have it's children transformable whenever needed. The division of labor is also clear cut.

    But I digress, parenting not working for you?

    BTW. Nice game!

  • QuaziGNRLnose

    I hear you. And understand where you're coming from.

    Just know that, nobody buys a sports car that is speed-limited because the manufacturer knows it's dangerous for you. It has always been up to the content author / developer to avoid bad practices that would ruin game performance. Just my two cents.

    Still, I appreciate the coding efforts and the choices (sacrifices) that were made to make it work as solidly as it does today. Would have loved to hear some of your development anectdotes.

  • Being able to do instances of objects...

    I've just tested with ThreeJS/JavaScript and it is possible to do so -- absolutely.

    In fact, the name of the mesh (obj's 'o' key) is retained, where, you can access it by the child's .name property. From there you can then translate, rotate, scale etc...

    The caveat in going that route is, of course, the missing "IDE" but other than that, the plumbing work in ThreeJS is already there.

    EDIT:

    Just noticed that .PickChildren is also available for Q3DModel plugin (that loaded .obj files) but doesn't expose the .name property. Why?!

    EDIT 2:

    I see why. The OBJLoader.js included in Q3D is actually a different implementation than Three.js and only accounts for vertices, normals, uvs and disregards the rest [strike](including object names).[/strike] Perhaps this was done to allow certain use cases in the C2 editor that, over time, was never meant to be.

    EDIT 3:

    Oops. Not true, the object name supposedly looks like it is saved... Now curious as to why it isn't available.

    EDIT 4:

    Aha... it's because it was a design decision. Okay, question answered.

    cjbruce

    I don't think we'll ever get that feature in the current Q3D -- despite it being perfectly doable in actual ThreeJS + JavaScript. That is, unless some major work is done to the OBJLoader (and some other implementation files).

    *sigh* what a downer.

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  • Hi, it's been a while. To anyone who knows the answer to this question (I've searched). But to setup the context, lets say we have an .obj with three cubes.

    I see the "SYSTEM --> For Each child" and upon iteration, the .idPicked property shows unique numbers. Great.

    But applying something like "Q3DMaster --> Set object visible" to false doesn't seem to have any effect.

    QUESTION:

    Does the "System --> For Each child" work for loaded .obj that has children (the three cubes in this case) at all?

    Or is it only useable for Q3DModels instantiated/created in C2?

    WHY:

    ThreeJS's Object3D.traverse(callback) seems to fit the bill for this type of useage. Just asking

    https://threejs.org/docs/#api/core/Object3D

  • Just thought I'd post this thing here since it uses Q3D.

    https://www.scirra.com/arcade/other-gam ... gain-15356

    Long story short, I found a rather simple way to mod the Scirra audio plugin to play MP3's from another site. For folks who are interested, the long story is in this forum thread.

    https://www.scirra.com/forum/viewtopic.php?f=146&t=80373&start=10

    Enojy.

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fuego96

Member since 18 Jul, 2015

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