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  • This gist shows a way to render wv2 to a dx11 texture. I hope this can be investigated as a possible solution

    https://gist.github.com/pabloko/5b5bfb71ac52d20dfad714c666a0c428

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  • I have this crash in one layout, but it only happens when I start preview from that layout and not when I go from it via a different one. Seems to be tied to the internationalization plugin, maybe a race condition. Wasn't able to repro this yet in a fresh project.

  • v8 now ships with compile hints, which can improve load times and responsiveness, makes me wonder if this is applicable to c3.

    Just throwing it out there:

    v8.dev/blog/explicit-compile-hints

    github.com/WICG/explicit-javascript-compile-hints-file-based

  • I have the same issue, reported here: https://github.com/Scirra/Construct-bugs/issues/8576 and I also sent an affected project to Ash.

  • you should be able to set the platform behaviors vectorX and vectorY to 0 to achieve this.

  • the id StarNebulaFX needs to be lowercased (starnebulafx) in the language file

  • global layers imo

  • couldn't this me solved internally by c3 by wrapping image offset by texture size before passing it to the gpu?

  • mhm interesting doing this gives me a really stable averaged dt (only going up by 1 on the 6th decimal point from time to time), but my dt is already much more stable than what you are have to begin with:

    Though I agree with Reddog and Dop, just using a fixed step should be fine for this.

    using time/tickcount is interesting too, but it's averaging over the whole game session, which imo is too long as it may be bad if some levels run worse than others on some users machine

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  • To smoothen the dt you could store the last n delta times and average them.

    This could be done with an array, every tick push dt into the back of the array and if length is greater then n pop front.

    To get the smooth dt loop over the array and add each stored value together, then divide it by array.length.

    Interestingly there are engines like Godot that do delta time smoothing by default (can be disabled in the settings). Though their implementation is probably a bit better than what I am suggesting. This may be interesting for Scirra to consider adding to c3.

  • Action and conditions do an internal for each over each picked instance of the object type the Action or Condition is on. (i.e. system is only one instance, so using the create object system action will only ever create one object, while Sprite spawn object will spawn multiple objects if multiple Sprites are picked).

    There are outliers like system picking conditions, which again do an internal for each over picked instances of the object type selected in that picking condition.

    If you add an event sheet for each the whole event is repeated for each picked instance, with only one of those instances picked.

    (this may be a bit of a simplification of the actual engine internals, but thinking about it this way holds true)

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fedca

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