Prominent's Recent Forum Activity

  • I guess it wouldn't be related to webgl if you can play other games using webgl in the browser.

    Can't really offer any suggestions without knowing/seeing what sort of events your game is using.

    Have you tried making a backup and stripping things out of the game to see if by removing anything it allows it to run?

    also, if you open the browser's console, are there any error messages?

  • > Even if Q3D plugin already uses three.js, it'd be nice to have another to use. The more choices, the better!

    > Gigatron , What are your plans for this plugin?

    >

    Don't know what Q3D can do, my goal was display threejs screen on Construct canvas and mix c2 objects and threejs object

    in the same container(canvas).

    Plan will certainly parametrable 3dcube... and nothing else. you know i love FX ..

    Okay, sounds nifty. Do you plan to release it to the public?

  • Even if Q3D plugin already uses three.js, it'd be nice to have another to use. The more choices, the better!

    Gigatron , What are your plans for this plugin?

  • Is it related to webgl? Perhaps chrome is disabling it, and maybe your game requires webgl if you are using certain effects, etc. I would check to see if webgl is working in your chrome browser.

  • frozze , I remember Quazi stating that you can't modify an object's geometry with his plugin, so I don't think your first question is possible.

    I'm pretty sure the second question is possible though.

  • Thanks for the clarification QuaziGNRLnose

    Also, systems like custom depth material which give low level access are a bit iffy in three.js itself at the moment if i recall. I need to investigate more.

    Please do, it would be great to have access to it so that the effect I'm after can be attained. I have a game I began making that requires it but I'll have to wait until there is a way to activate the effect I guess..

    also, thanks for developing this plugin.

  • What's better?

    https://www.scirra.com/store/royalty-fr ... mplate-406

    The grappling hook in that one is more wiggly and chaotic because it consists of numerous linked objects to simulate the rope.

    In this one, the rope is more predictable, allowing more control over the character while using the grappling hook.

    This one has more complicated events related to the grappling hook.

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  • It depends on what the plugin does. In some cases it you could have better performance using a plugin rather than implementing the same thing without a plugin.

  • C2 lets you focus on creating a game rather than get stuck making code work.

    It's difficult to make a game while you're learning to program because you'll get stuck trying to implement something at some point due to a lack of programming experience/skill- which could destroy your motivation to work on the game.

    If you want to focus on simply making a game, then C2 is great.

    That being said, it will still help you get familiar with how to design the logic behind the game, which will also apply when programming. So you'll have a good idea as to what is involved if you decide to program a game in the future.

  • Seems pretty simple. I think it needs more challenges/game elements for it to have more replay value. At the moment once you play a few stages, it begins to feel repetitive.

  • Here is a visual example of the problem:

    http://stackoverflow.com/questions/1624 ... ture-alpha

  • I'm trying to get shadows casting from models with alpha transparency.

    I found this:

    http://threejs.org/examples/webgl_animation_cloth.html

    Which does what I'm trying to do, but I'm trying to figure out a way to apply this effect in Q3D..

    I've looked at the qfxloader and I've made this file:

    <shadertype>ShaderMaterial</shadertype>
    <vertexshader>
    varying vec2 vUV;
    
    void main() {
    
    	vUV = 0.75 * uv;
    
    	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
    
    	gl_Position = projectionMatrix * mvPosition;
    
    }
    </vertexshader>
    <fragmentshader>
    uniform sampler2D texture;
    varying vec2 vUV;
    
    vec4 pack_depth( const in float depth ) {
    
    	const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
    	const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
    	vec4 res = fract( depth * bit_shift );
    	res -= res.xxyz * bit_mask;
    	return res;
    
    }
    
    void main() {
    
    	vec4 pixel = texture2D( texture, vUV );
    
    	if ( pixel.a < 0.5 ) discard;
    
    	gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
    
    }
    </fragmentshader>[/code:1g7bi418]
    And I tried loading it via the action to "set material to shader."
    It doesn't give any errors, so I assume it loads, but it doesn't change anything. It doesn't cast the shadows correctly.
    I have alphatest set at 0.5, and I have blending set off. And I've also tried without those settings.
    
    Any help getting shadows cast correctly for models with alphatest set would be great. I need it to take into consideration the alpha when casting shadows.
    
    I notice in the example they have this set:
    [code:1g7bi418]
    object.customDepthMaterial = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } );[/code:1g7bi418]
    I think that might be important? (customDepthMaterial)
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Prominent

Member since 28 Apr, 2012

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