Mikal's Recent Forum Activity

  • A new, very cool example from Dokse, also uses a form of light pooling to have a lot of lights scattered around the environment (e.g. more that the 8 available in the effect.)

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  • This is an addon in development.

    Example with kinematic character controller w/ beta version using Rapier 3D physics:

    Example with 3D raycast:

    Check it out here:

    kindeyegames.itch.io/construct-3-cannon

  • Ashley - any suggestions on how to import modules in addons (for example in instance.js)? Right now it seems to work in preview (import * as Comlink from...) However it fails in export (due to fail in workermain.js, unable to Loadscripts, it sees 'import *' as an error).

  • Ashley any thoughts on this? With your new change we are so close to just having a new effect for lighting. If you are concerned about compatibility, perhaps only use different vertex shader with the aPos pass through when the effect has direct-3d rendering enabled?

  • This works for me, but I need to figure out how to change it during export, besides hacking it.

    import * as Comlink from "https://preview.construct.net/comlink.js";

  • I am having issues importing a local file in an addon, for example in it's 'instance.js' during preview. (e.g. import * as Api from './api.js') - I know that preview mangles file names to blobs, but I thought there was a service worker which helped to make it compatible. Right now it cannot find the file.

    Anyone else do 'import's in addons?

    My workaround for now is importing from a full URL/CDN (which requires an online connection and is slower.)

    e.g. this works fine:

    import * as Comlink from "https://kindeyegames.com/forumfiles/comlink.js";

  • I have been working with the latest beta and we are close to getting C3 support to enable 3D and 2D fragment based lighting. I have prototyped it using an effect and a patch of the C3 runtime, but we need one more change, so no patch is required. You can help and vote for the C3 change here (need a github account and add a reaction to the first post.)

    The link to the voting is in this post: kindeyegames.itch.io/c3-3d-effects/devlog/686663/we-need-your-votes-to-support-3d-fragment-lighting

    Update here's another suggestion to vote on, in case the other one is not implemented (it is more flexible than the other one.)

    github.com/Scirra/Construct-feature-requests/issues/180

    Here are some examples based on current experiments, enjoy!

  • No fixed ETA, I have other paid work, as that eases up, I will get back to this.

  • New effect, works with latest beta and it's direct 3d rendering effect feature (r280+), 8 lights fragment shader.

    Available here: kindeyegames.itch.io/c3-3d-effects/devlog/686663/we-need-your-votes-to-support-3d-fragment-lighting

  • make sure you are not using the old C3 project file folder format under project settings

  • This does not use the Spine plug-in. It is done in JS directly and creates a new spine instance through JS to render it on an inefficient texture capture object.

    It is the equivalent of using the Spine addon and when you want to change the skeleton you destroy the old one and replace it with a new one with a new skeleton.

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  • What kind of error do you see? Did you check the console? Watch out for capitalization issues (use all lower case for your spine project files, texture, atlas files (C3 drops files to lower case on export.)

    It will only work _once_, leave the fields blank in the spine object property and then you can load that object _once_. Once loaded, you cannot change it.

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Mikal

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Member since 22 Apr, 2016

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