Mikal's Recent Forum Activity

  • I think you'll have to make a suggestion / feature request for this. However, it might be because they want to keep the underlying data structure private to keep the SDK clean.

    Depending on your usage, you could just create your own JSON object or class and use it in scripting and expose it to events via C3 functions that use scripting.

  • Right now it still depends on use case. So, experiment with your project, try both renderers and see the results. Look at both CPU and GPU usage.

  • Ashley, can you please could provide your thoughts on this. I created a limited set of SDK V2 requests to enable community 3d addon development. What do you think of implementing the functionality of the SDK V2 requests in light of this?

  • I've done work like this with dynamic textures before (I made an addon that used the SDK to update a drawing object addon from a canvas). I tried it with a few different ideas, including 3D, Spine, Babylon and I did find it to be a performance bottleneck.

    The first Spine addon was something like that also, updating a C3 dynamic texture from a separate canvas / webgl context that was rendered by Spine. This was also a bottleneck which is why I jumped through so many hoops to implement spine webgl rendering direct to a C3 dynamic texture in the C3 webgl context. With SDK V2, the goal is to render spine with only SDK V2.

    I don't know if it still works, but here's the addon (it has an example of rendering to a separate canvas for spine webgl and then using that canvas to update a C3 dynamic texture in the addon.)

    construct.net/en/make-games/addons/312/elementquad

  • Dokse's example with 3DObject and 3D Effects (frag light)

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  • Zero Protocol Demo - 3DShapes + effects

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  • Smaads Escalation - 3D Shape, Mesh and effects

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  • 3d shape, some 3d model, ssao

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  • 3d models, ssao effect and lighting effects

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  • 3D Showcase, 3d models, effects, physics (PixelMetal samples)

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  • I want to express my sincere appreciation for Scirra's dedication and innovation in developing Construct 3 (C3). The continued improvements, driven by both Scirra's creativity and the valuable suggestions from the community, have made C3 an amazing game development tool. I see that SDK V2 is aligned with this direction.

    However, as user demand for 3D functionalities grows, I believe a collaborative approach can further enhance C3's capabilities. This proposal outlines a community-developed 3D add-on suite that would not only empower users with 3D features but also remove the 3d feature pressure from Scirra's valuable resources, to allow more focus on other areas of C3 development.

    This proposal outlines a suite of three FOSS (Free and Open Source Software) projects:

    1. 3D Object: Handles 3D models and animations (already FOSS).
    2. 3D Effects: Manages 3D lighting, height fog, and other visual effects.
    3. 3D Physics Behavior: Provides realistic physics simulations for 3D games, including kinematic character controller

    These projects leverage C3's unique visual scripting and event interfaces, allowing for rapid development without coding. They are currently functional but require changes to comply with SDK V2 and completely eliminate any engine hacks.

    To enable this suite with V2, I propose the following limited and prioritized SDK V2 requests:

    1. World coordinates for effects (Git #236): Essential for 3D lighting and effects.
    2. GPU 3D rotation (Git #230): Improves 3D object and shape rotation performance.
    3. SDK V1 functionality support in V2: Ensures backward compatibility with existing add-ons, without any internal engine access.
    4. Mesh data access (Git #283): Allows for features like 3D text and physics tri-mesh terrain support.

    I have prepared examples showcasing C3's 3D capabilities with these addons and without any addons. It shows the viability of C3 doing a nice level of 3D in commercial and educational projects. The intent is that this collaboration would benefit Scirra, the product, and the entire community. The examples follow this post.

    I am open to discussing this further through any available channel (forum, Discord, email, etc.). Thank you to the community for their feedback on this post. Looking forward to feedback, alternate approaches, etc.

  • Headbang Games do you mean you are using browser text rendering or composing letters from boxes used as pixels?

    If browser rendering, across all browsers it seems difficult to turn off 'font-smoothing'.

    I think I understand the problem better, the issue is with how C3 implements the text object and how it is blitted to a lower resolution canvas.

    I think HBG means to use HTML rendered canvas separate from c3 canvas (e.g. using C3 HTML layers) to render at screen resolution to get a sharp effect. I've tried a quick experiment and talked with the OP about this and they are doing experiments. They are also using High quality scaling.

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Mikal

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Member since 22 Apr, 2016

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