Is there any plan to extend particle plugin via complex expression or via scriping to grand more access to opengl Point primitive, which particle object is using?
Or using particle object "import sprite setting" converts them to point primitives?
And are particles via scripting still undocumented?
"takes a long time to start up" <- mean the old worker mode bug? There seems no chrome setting/way to analyze worker loading.
While developing new plugins, scirra keeps own internal idea list, is it bigger then aha.io one? While developing new features, there must a lot of possiblities which can be added. Or the barebone plugin is kept still there is enough public need for new features?
Nice nice, now Ashley to add split ability to new mesh feature and is Golden.
At some point you still need several types, which can interact with eachother. Even arduino has other smaller boards you can plug into it, but it's resticted by mainboard.
Here, inside engine, you can just set position etc into same place or read object instance variables into other object etc. If they make something big moddable, it could restrict the feature, while small things could be infact moddable by some extent.
I am not saying there should be 2 versions, 1 is always better, but I point out the case, that the only building block is getting constantly bigger, and we could need more base building blocks for different cases.
Arduino robots always are big towers like thous lego ones, we need small and slick robot/engine.
Good, that there are tests to keep base building block at good health.
Considering usability, I don't think there is serious impact using them. There could be only high impact maintain them, while still developing them.
Same with functions, you could do without them, but at some point switch to them for better usability.
Choosing advance is always bad, you start with base object and start to replace and switch them in case you need more and different features. When user has used object even once, he already knows how he can use it later. Basic use-learn is everywhere around us.
Sprite categories like: apparance, web, collision, animation, scene-view could indeed be, if possible, modules to be added by click? Or remove them. Something similar was added to scripting etc, to save memory.
If sprite object is getting constantly more features, would it not be simple to make: Simple sprite, for performance; and Advanced Sprite object for complex manipulation.
If features have on-demand memory load, then even if single sprite uses it, then are all objects affected or just 1 instance?
Sprite is base building block for almost everything, while developing it, there should be some vision how it should be or how base building blocks are handled?
Like blank sprite, collision sprite, advanced collision sprite, complex one, one with advanced shader effects/or different shader properties built-in etc.
Wondering one more thing.
If I make huge randomly generated layout, but in this case i set and access each object multiple times. So for generating phase it allocates everything because everything could be checked at start, does C3 also deallocates when it is not used for sometime?
Anyway it's more wider topic, but to make it simple and which i know:
"features that are not used do not allocate memory"
"things like instance variables, behaviors and effects do not allocate memory unless they are actually used"
Does this also applies to new sprite expression.
From this: does it applies to imagePoints?If i got 1000 copys of 1 sprite with 10 imagepoint, and i only use 10 imagepoints on 5 copys, will it impact all copys? Same for instance var, will it allocate memory for all instances or just thous sprite copys which i use instance vars on?
Just my random thought!
New "Sprite: expressions", does such things add overall for sprite performance, increased memory usage if sprites has 10+ poly points?
And c3runtime did got update some time ago to lower memory usage, as it uses new method for memory save, when you don't use some features it does not cost memory. Then if some sprite expressions/settings are never used, it will not impact memory, but if i use it for once it will add a bit extra memory overall? Is it still like this, or it was only for scripting?
Nice nice, now i can pin pin to pin while pinning it to pin, then pin it to first pin!
All in all very nice update!
Good Job on new release. Wish you all full Health and +100 for immunity! Nothing, even almighty Time shouldn't be able to stop C3 development.
Nice, good job getting new things out so fast!
I start to feel soon(already feeling) i am bottlenecked behaind myself with all thous new addons.
One more thing. Construct is getting constantly nice improvements so it start to feel like very common thing. From here there is only one thing to go, to reach even higher levels to shock users. They have to start finishing our unfinished projects. I will be amazed then once again. Or is there some other way to amaze us even more?(leaving out option to stop updating C3)
Amazing. Looking forward to test it out!
Gj on fast updates.
Question about some case: What about quite popular Samsung Internet, it's always based on old releases of Chrome and few other browsers that could be based on "old chrome" etc, that don't update so often. Could there be 2 solution: fix for all chomes 74+ and still use old workaround for all previous chrome based browsers? Could this be better?
Gj :)
Member since 8 Jul, 2016