fedca's Recent Forum Activity

  • My newest effect is a color vignette, similar to the build in vignette but it allows you to set the color plus some additional parameters to tweak.

    https://www.construct.net/en/make-games/addons/1114/color-vignette

  • I'm in, let me know when you organize something

  • yea that vampire survivor-esque push out solid thing you made is nice!

    I guess the build in collision cells must update when an instance moves I assume (well not the whole thing but the specific instance) instead of just every frame. Plus they also handle objects with different sizes.

    I'll check the spacial hash out you linked, definitely seems like a custom solution is the best for extreme cases.

    Still would be awesome to have access to the build in system and I assume (naively) it shouldn't be much more work for Scirra then to expose the interface.

  • All I am asking for is a scripting interface to query the collision cells, it could be something like:

    runtime.collisionCells.getInstancesInRect(x1,y1,x2,y2)

    I don't understand what you are arguing about when you yourself don't seem to know what collision cells even are:

    from a programming perspective, I'm not sure how that is possible, ha. You can't get something from nothing - not sure what other way you could start from other than an array of objects and at minimum filtering the array

  • bro why are you trying to convince me that I don't know what I am talking about, what is the purpose of this discussion?

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  • Yes, you even quoted where I described the case, any system that needs to check collision against many instances will run very badly without collision cells as they have to loop over each instance which can quickly go up to thousand and thousands of checks per tick, for example 128*128 = 16.384.

    I wrote this after I tried rewriting a system in js with the intention to increase performance, but instead I actually made performance way worse as I couldn't use collision cells. Sure I guess I could create my own system, but it feels redundant if there is already one in the engine that also already has its own overhead of being created and updated.

    I'm not sure you are aware, but behaviors and is overlapping on collision events make use of collision cells (unless you pick beforehand). It's just that js doesn't allow accessing the build in collision cells.

  • I've currently been getting into shaders and done a handful of effect for c3.

    When reading resources about shaders I often find the technique of down-sampling and then running shaders on that downsampled framebuffer and then upsample later. This seems to lead to crazy performance benefits as the amount of pixels is just that much lower.

    (example, super fast blur Dual Kawase https://www.shadertoy.com/view/3td3W8)

    I tried to apply similar techniques in c3 but that either lead to very weird results or seem outright impossible. So I wondered is this a skill issue and it's possible?

    Or if not possible I wonder if it would be feasible to extend the effects sdk to allow to read and write to frame buffers to allow for some additional shader techniques.

  • Newest Effect is a glitch Shader bsed on this Shader by user Coolok : shadertoy.com/view/4dXBW2

    download here: https://www.construct.net/en/make-games/addons/1113/glitch

  • R0J0 just casually dropping bangers

  • solution for bloom:

    this effect allows you to use bloom with a lot of control over how it looks and how much performance it cost as it allows you to use any blur you want. You can also decide how it should be blended, additive is the obvious choice but you might try other blending modes like screen.

    HOW TO USE:

    • create a mask sprite, opaque pixels apply the effect
    • add my new effect luminosityMask to the mask sprite (https://www.construct.net/en/make-games/addons/1112/luminosity-mask-bloom)
    • tweak the effect, you can see here which pixel will be affected etc.
    • add any blurs you want to the mask, for example the build in blur or my Kawase Blur
    • add a blend mode, for example Additive

    An example project is included on the addon page.

    Imo this is the best solution for Bloom in c3 currently, it'S really tweakable for an artist without needing to look at shader code and works with any blur so can be as light or heavy on performance as you want.

  • These are fantastic! I've added one to our project already. Thanks very much for sharing these, and I hope there's more quality effects from you in the future!

    Awesome to hear, I'm interested to see how people use these effects. :)

    Let me know if there is anything you need changed or fixed!

  • created a new effect today, the KawaseBlur (also added to the first post).

    The Kawase Blur is designed to mimic a gaussian blur at much better performance.

    It's supposed to be used with multiple passes.

    To avoid artifacts use the following kernels depending on how strong the blur needs to be

    2 pass = 0.5, 0.5

    3 pass = 0.5, 1.5, 1.5

    4 pass = 0.5, 1.5, 1.5, 2.5

    5 pass = 0.5, 1.5, 2.5, 2.5, 3.5

    7 pass = 0.5, 1.5, 2.5, 3.5, 4.5, 4.5, 5.5

    10 pass = 0.5, 1.5, 2.5, 3.5, 4.5, 5.5, 7.5, 8.5, 9.5, 10.5

    (for example for the 4 pass blur you add KawaseBlur 4 times and the set the kernels for each effect in that order) You can also try other sequences (like 1.5, 2.5, 3.5, 4.5) but you might get artifacts.

    https://www.construct.net/en/make-games/addons/1110/kawase-blur

    example of the effect used as a background blur in my game

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fedca

Member since 6 Jul, 2017

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