cjbruce's Recent Forum Activity

  • I totally disagree about it not being “true 3D”. It is 3D in every sense. It just doesn’t have all of the amenities of a modern first person engine like Unreal or CryEngine, but it is more than adequate for things like 3D puzzle games.

    OIMO.js physics works great! I found it more intuitive than the work I’ve been doing for the past 3 years in Unity’s implementation of PhysX. Kudos to Quazi for the great job he did with Q3D’s physics.

  • I don’t know about video tutorials, but have you tried the written tutorial with pictures I linked back a few pages ago? I tried to keep the descriptions as simple as I could.

  • Oh my gosh! I totally forgot we made that video! What a find! 😂

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  • The first Robot Rumble was released for AirConsole in February 2017. It is available to play at the following URL. You will need a computer to host the game and a mobile device to use as a game controller:

    https://www.construct.net/out?u=https%3a%2f%2fwww.airconsole.com%2f%23!play%3dcom.nerdislandstudios.robotrumble

    It supported up to eight player multiplayer.

    The Unity WheelCollider is a RigidBody with four downward-facing raycasts. If the ground is in range it applies custom forces to the RigidBody depending on which “wheels” are “touching”, the friction coefficient, the normal force, and the friction force. All of this would need to be recreated by you.

    A simpler version of this would be a hovercar that is always perfectly level and only uses a single raycast to get distance to the ground.

  • > If you use the Q3DOimoPhysics behavior you will have gravity force on the Z axis.

    But for multiple cars, 4 wheels per car, I can't rely on that many wheels (Plus Car Body's) to do the Physics calculations.

    It costs too much and the physics acted too unreliable.

    Weird. We did up to 8 cars with four cylinders each for the wheels and it was pretty smooth for the original “Robot Rumble”. IIRC it ran fine on a 2017-era phone.

    You could also create a simple Unity-style wheel collider with 4 raycasts downward. You can tune the raycast to take as much CPU time as you can spare.

  • > jatin1726

    Is it possible to create a video for importing characrter(sprite or obj) and add the movement?

    That will be very helpful.

    You might want to check out the Q3D tutorials:

    https://www.construct.net/en/tutorials/search?q=q3d&l=1

    They both should provide an overview of how to get started with Q3D. Maybe you can find what you are looking for in one of them?

  • Looking great! I feel like it could use a little more silhouette contrast against the dark background.

  • You are very welcome! Dot Product is super useful in both 2D and 3D games. The Cross Product is also useful if you ever want to incorporate spinning things.

  • how complex do you need the physics to be?

    I know you can use the raycast object to get the angle of a face and it's height. provided you don't need super realistic physics you could make a raycast above the car down to the ground. you could then compare the change of height and add to an upward momentum. and then if it lowers apply a gravity to this same value. and if the car falls below the raycast (below the level)then set the cars height to the level. (this is just the idea of course) It's not the ideal solution. but it's better than nothing.

    This is a great point! There are a ton of good Unity hovercraft tutorials. Here's one that seems to have all of the key bits in one page:

    https://medium.com/thefloatingpoint/ground-hugging-vehicles-in-unity-3d-50115f421005

    Your track would be a perfect fit for this kind of driving mechanic. It would be great to have a Construct-based 3D racing game with nice smooth tracks.

  • In order to get a track working you would pretty much have to build an in-game track editor. Either that or create a script that can transform a track mesh into a bunch of box primitives. It isn’t impossible, but you might have to get a little creative with simplifications.

  • This looks great! Well done!

  • Do you need to normalize? It sounds like you just need to know if the enemy is facing the player. Normalizing involves an inefficient square root operation, and it is best avoided if you don’t need it.

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cjbruce

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