My first effort, porting my glsl slice effect to wgsl, works so far!
construct.net/en/make-games/addons/976/slice
Thanks for the webGPU update, the saga of the effect porting effort begins!
I suggest trying a Do LMS Commit right after setting "cmi.core.lesson_status" in the same event block, perhaps some of those trigger once conditions are not happening when you think they should.
Info like that, it sounds like you are doing the correct value. If you want to share your project, I could take a quick look.
It would be good to also check the debug console (google chrome dev tools if you don't know what this is), it would be good to also check for the scorm error condition and value.
Perhaps issue with matching name of pass/fail condition between scorm and game? Check debug console for any errors.
Also use the error condition and error expressions to detect and display an error.
Did you follow all the steps under #Notes on the documentation page? I found that I needed to change a few things with the output file from C3 before it worked.
Take a look at the Documentation tab and the example project. You should be able to test the example project in SCORM cloud.
Good point, at some point I will look at fixing that meanwhile, if you are interested in using it now, you could add another effect Brightness to make it less bright when the effect is on. Obviously not a great work-around, but if you want to do something right now.
Another comment, in terms of the pathfinding smoothing, another approach I am looking at is using LoS to dynamically streamline paths as a unit is moving. So, the algo is to a do a quick search of the next n movement nodes to see if the LoS is clear, if it is, skip ahead the movement target to the furthest point in the search space. This does take into account other moving objects also, but I am still am also working on looking at what to do with overlapping moving units.
Great work and insight to the complications and performance benefit of workers in C3. In my C3 plug-in 3DObject, I am also spawning a number of workers to do heavy work (like vertex and skin animations). I also looked at the shared-array buffer route for communicating between runtime and workers, but as you noted, discovered the restrictions (and preview would not work). I found I would have to export and use a local webserver w/ the appropriate restrictions, but that was cumbersome. Also it would restrict any final game webserver in terms of other server accesses (e.g. for CDN or database.) I did use ArrayBuffers though (transferables) as a way to quickly exchange large amounts of data between workers and that has been useful. It is a one way transfer, but perhaps with appropriate meta data along with the paths, other pathfinding workers could determine how to incorporate other pathfinding workers paths into its local map. Looking forward to the pathfinding updates.
bug posted
Regarding webglcontext, it looks like HandleWebGLContextLoss() has been removed from construct.net/en/make-games/manuals/addon-sdk/runtime-reference/base-classes/sdkworldinstancebase
Is there a new way to enable the custom options for handling webgl context loss / restore (the spine addon may need this)?
I took at look at this, but don't see an obvious answer, I imagine there is an issue with the transformation when the UVs transition at the border and the bilinear tries to blend across the boundary.
Hi, sure upload a link to the project (I use sendgb.com to share files, but whatever works for you.)
In general I use 3DShape or 3DObject to do what I used to want to do with this effect these days.
I am glad you also saw the need for extending the glsl version and extension support, very handy for creation of new effects. I hope you continue this project a lot of good has definitely come out of it for C3 and its users. One suggestion I have is take it all the way through to delivering on another platform (e.g. Steam, iOS App store or Google Playstore), so you also get the experience of what is required for that for a C3 export.
Member since 22 Apr, 2016