fuego96's Recent Forum Activity

  • Camera->Set position target (0,0,0)[/code:rey6tqa0]
    Will make the camera look at the pos 0,0,0
    

    Aw man... LOL

    <sarcasm>Thanks for that.</sarcasm>

  • X3M I found a rather catastrophic bug (brings down the C2 app).

    How to reproduce:

    1. Open the "Laser or Raycast.capx" file (the one you did initially)

    2. Add action --> NewCamera --> (Babylon Camera) "Zoom on mesh", select "Box" and hit "Done" button.

    I got:

    Hit "Abort" and then I get "Construct 2 game creator has stopped working". And quits to desktop.

  • fuego96 I'm trying the laser starts from the camera to infinite and get moved and rotate with the camera pos, and rotation, to get a real aim, but i can't get it, can you?

    matriax Aiming and firing a short laser pulse toward the box and having both the box and laser disappear works fine. The only thing missing is the "Look At" (mesh) action that "NewCamera" or "Camera" objects don't seem to have (but regular Mesh objects seem to have)

    So, at the moment, you'll have to formulate your own trig functions to point the camera toward the Box OR parent (I'm not sure if you can parent a mesh to the NewCamera) a dummy box (with visibility 0) that is sitting at the exact XYZ position as the NewCamera (and use its "Look At" action) OR pose the following question to X3M:

    X3M the Mesh object has the Babylon Matrix's "Look At" (mesh) action. Would it be possible to add it to Camera or NewCamera (for the aforementioned purpose)?

    EDIT: Sorry, what was i thinking? It's the Laser that needs to point to the Box, not the camera. So, just position the Laser to NewCamera's XYZ position, then user the action Laser --> Look At (Box.MeshX, Y and Z) to point the NewCamera to the Box. Firing it toward that angular trajectory is another matter.

  • ...Unfortunately thats not on my to do list for this particular plugin. It will be done for a different product.

    Roger.

    fuego96 I'm trying the laser starts from the camera to infinite and get moved and rotate with the camera pos, and rotation, to get a real aim, but i can't get it, can you?

    Will try when i get home.

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  • Change it to 1000,0.5,0.5

    Changed the "direction" of the laser, but, it appears the laser mesh'es Y position was simply too low. Changing the laser mesh position to (0,50,0) worked for me (just how did it ever work for you???)

    And on to a different subject, by the way, can you implement ShaderMaterial ? I can't wait to use some from Shadertoy

  • X3M, Confirming same raycast issue as with MATAGUIRIS and matriax

  • Hey fuego96 great demo! Used some 3D editor? In that case what you use?

    Greetings matriax and thanks!

    I use Blender 3D.

  • Hey fuego96 great demo! Used some 3D editor? In that case what you use?

    Greetings matriax. I use Blender 3D.

  • My first upload to Scirra Arcade and it's not a real game. Would that get me into trouble?

    https://www.scirra.com/arcade/other-games/b3d-umbrella-physics-demo-13396

    X3M Umbrella... maybe I should put in Rhianna's song. Thanks for the previous physics tips!

  • Isn't this much better for your umbrella demo : babylonjs-playground.com

    Doesn't use much CPU

    It's alright for other cases that simulate water contacting a sphere.

    But I'm looking to bounce (rigid body) jacks (box collider) off of a curved umbrella surface. The keyword here is "bounce".

    The above, while good and CPU friendly, has particles just colliding (no bounces) and vertically sliding downward. But this demo could come in handy for (simple) rocket exhaust animations.

  • Edit: Yes there will be a convex mesh collider but only for CannonJS, OimoJS does not support such things.

    Well okay. Roger that.

    This type : schteppe.github.io/cannon.js/demos/trimesh.html

    And this type : schteppe.github.io/cannon.js/demos/bunny.html

    Nice. Must try this on my umbrella.

    But as I told you before, the Mesh option which is in the Physics behavior actually works if you are colliding a sphere with a complex mesh.

    Will remember that from now on. Fair enough. Actually no, not fair as my raindrops were supposed to be "jacks". But still better than nothing <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

  • Here is a vide showing how you can clone a mesh in 0.5...

    Ah, I should known that the MeshArray object is just a data model. I incorrectly assumed it worked exclusively with the previous Mesh object. Doh!

    Yep there will be a solid particle system which for making rain drops and such things that should bounce of a surface.

    No no, it's not the particle i'm after, it's the surface. Currently collision surfaces are just Box and Sphere (correct me if I'm wrong). But an umbrella model or a Volkswagen Beetle chassis (for example) is neither.

    It would be important to have mesh collider types. So, the question is (again):

    Would there be any chance of supporting MESH collider types in the future?

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fuego96

Member since 18 Jul, 2015

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