matriax's Forum Posts

  • Doing another post because the other one was already too big.

    I continue doing more test and i found some weird thing that improves the perfomance a lot lossing some alpha in the cube borders ¿? .

    [quote:2pmop7cr]

    // The perfomance problem?

    float trace(vec3 o, vec3 r)

    {

    float t = 0.0; //

    // Some kind of weird alpha around the cube ¿?

    for (int i = 0; i < 64; ++i) { // 64 = 150cubes | 32 = 300 cubes | 16 = 450 cubes on screen (256x Sprites)

    vec3 p = o + r * t;

    float d = map(p).x;

    t += d;

    }

    return t;

    }

    With 64 the cube looks right without any alpha loss around there. With less, the perfomance is improved a lot but with that weird thing.

    Why this thing? Is like each 3D cube is formed overlapping 64 alpha renders :O . Why not create the cube using simply quad/triangles polygons? Or i'm missing something ¿? .

  • Hi Gigatron , first of all thanks for the plugin!.

    Looks promising, but i realized some problem with the camera, here is a twitter post with a video i made:

    https://twitter.com/DavitMasia/status/8 ... 3825052676

    Without the ScrollTo is more evident that the cube is "floating".

    Is there anyway to change how the camera works? I mean, is there anyway to change the X,Z,Y position of the camera? Also rotate the X,Y,Z of the camera. This will bring a lot more options.

    I know you said you will wait to C3 for develop more shaders, maybe in C3 there will need some edits or do since 0 again so only asking if can be done in a easy way, otherwise not worry only a few weeks to the C3 beta so no problem.

    I think with some tweaks a shader like this can be used to do topDown shooters, Platforms or real 3D games like Doom or Wolf3D in a easy way that can be awesome.

    P.D. Also discovered that turn Sampling to "Point" instead "Linear" show real pixels with no antialias or texture smoothing that is great for some retro games.

    ----

    Edit 1: I made a stress test with this results:

    In a GeForce 670 GTX With 150 sprites at 256x256 pixels using 1024x texture and one light for each cube starts to break <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    https://twitter.com/DavitMasia/status/8 ... 0237495296

    The game drops at 50 but still runs well, but the recording goes crazy and gots freezed XD . No matter if the cubes are rotating or not, or if the textures have smooth sampling or not the perfomance is the same. The problems is the number of sprites and their size, then the perfomance drops considerably <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> . BTW, i guess still there is no optimization and maybe also the use of one light for each cube instead one for all can affect to that and can be improved a lot.

    Edit 2: Editing the shader

    I removed the light (Spec and spow parameters) and not gain all the perfomance as i thought. Without light the number of cubes before frame downs increases to 15 more but is not the big thing. So i guess is the mathematical stuff that i not understand. Btw, i'm going to try editing things and doing tests for curiosity <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Perfomance tests:

    Shader Perfomance tests before frame drops in cubes on screen:

    64x = 1600

    256x = 160

    512x = 60

    I found something weird. Cubes without movementin the screen static, simply placing the shader and the same perfomance. If the shader no changes their position and the cube is not rotating decreases the frame drops. So i guess the actual shader render always that he cans even if there is no information-change.

  • I saw some official behaviour/plugins edited adding more features and improving the actions in a new ones.

    So, i wonder if somebody improved the Tiled Background plugin adding the possibility to add more frames/animations. Searched in this forum but not found nothing like that, maybe is not possible with the actual C2 engine? .

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  • [quote:dbz1ncl6]Note for users: Next update will take a while to be ready for release, sorry for the long period because I was busy with other projects. Next update which will be If I remember correctly 0.7, will feature a new version: FPS creator.

    X3M 0.7? If i remember well the version passed from 0.5 to 1.0 . So the new version will be 1.1 or 0.6 i guess if you go to continue with the first planning updates, no? Also i hear Gamecorpstudio talking about babylon 1.5 in other post and i was shocked so i come here to see if i missed that but seems still no new version was released XD .

    So, what are the plans now? Still finish the standard version and work the next year on a new "Especial edition" ($40) with more features and visual or how? A bit confused actually .

  • 1- Understood

    2- So actualy in C2 there is no way to apply antialias to 3D render or use Nearest instead Bilinear?

    3- I mean scale the Cube rendered by the shader, to make more tall, short or depth.

    Then seems actually is not possible do what i want in this way. Really hope C3 comes with vertex shaders and the rest of options you need to unlock all the potential. Will be great have in C3 the chances to do 2D games with the option to add 3D things with some properties to adapt it as our needs.

  • Really Interesting, works like a 3D cube on we can texture each side or with zoom-big object work as a Skybox.

    Some questions:

    1.- The cube only appears inside the X/Y size of the sprite, if you make it bigger looks cutted. I saw some shaders that on applied to a for example a 64x64 sprite in the runtime the effect looks out that size. This is because a shader can work out the sprite limitations in some way or because on runtime the sprite limits goes big to fits the shader requeriments? Is to understand better how shaders works.

    2.- The textures have some smoothing/mipmap/bilinear, is possible add an option to switch that? to select Nearest or Bilinear, in case we want to preserve real pixels?. In the same way, the cube, talking about the polygon no have antialias, any chances to apply?

    3.- Any way to Transform the model? I mean make the X,Y,Z more bigger/short. For example scale the Y to use it as a column or as a building.

    PD. Why the "Mario Cube" name?

  • I see what you mean, this mockup not pretends to serve as guide to build a plugin/behaviour exactly like that. Simply show some possible feature to save behaviours as presets to be used in any game without code again the same thing with different objects. Maybe a real one will have an oposite aproach, as i said i don't know if some things can be done like the preview gameplay and if other can even be possible.

    For that the idea to find somebody with experience in javascript or hire to explain the ideas and give me what options i have to do that with the SDK plugins tools and which ways to develop it. Starting as i mentioned with small behaviours/plugins or edits like the Arrays thing(That you not mentioned, is not possible?), some small actions that can save infinite work, and grow to more complex stuff at the time i know what things can be done and how with the SDK.

    Because after years using C2 i learned i can't do the big games/projects i want because always there is some point i waste days trying to add some feature and get frustrated/demotivated, that with one or two actions in the plugin/behaviours will be solved in minutes and is what i want to solve for C3 for a large project i have in mind.

  • Ashley I know what you mean, this is a mockup/concept that how aproach to the problem. As you said lots of questions and things i not had in mind and will be difficult if not possible to do with the actual or new construct engine.

    I'm going to reply the questions i can with the idea:

    General tab

    I don't know if i understand what you mean. When you click to "choose" the idea is open the same tab that on editor to pick one of the objects in your project. But i guess maybe this is not possible and this have to appear in the events editor?.

    Duplicate properties tab

    No duplicate tab, i copied the same style for fast concept, but in the left tab of construct will appear only an editor button to open that dialog and an empty box to set which enemy behaviour use like "Enemy_Test1" used in the concept. No more things and the left tab keeps clean.

    Why are only "platform" and "top-down" tabs available?

    At first was only a general features to use in any type of game but i added at the end the top-down because depending of what type of game you are doing you will need one or other properties. So maybe will be better a list or other way to show the properties for all the style games we want to add. I set this ones because Construct2 comes with that plugins: Platform and 8-Movement(Platform and Top-Down).

    About the color scheme in the preview

    Not can be changed, the idea is use something that can works=be readable. At the end you only need to see well where is the player, the enemy, the collisions and how the enemy moves to see if do what you want.

    Why is only "On collision" listed underneath that and how does the editor know to show that and not a different trigger?

    The idea is add the most common features and for more complex behaviours use the event editor. I guess better some kind of list or way to choose the action.

    Will this general UI layout apply to general-purpose games

    Thats the idea, some movement behaviour editor on you can save the presets to use in any kind of future game, Platform, Top-Down, Space, RPG-Adventure,etc... and not code again the same behaviour with different hero, enemy or whatever, thats the main idea of do this.

    Overall questions about how the editor know what to list

    I don't know if i understand this. The idea of this "Movement behavior editor" is give you something to start, a basic setup. If you add or modify something in the event sheet that changes their behaviour only will be displayed in the Runtime not in the Movement Behaviour Editor properties or preview. Save the basic events to use the event sheet only for the game special features.

    ---

    The first thing i'm gonna do on C3 is prepare my game template and design the possible tools for request or hire somebody for behaviours/plugins/effects to make all more One Click=Basic Setup, Starting with my "friends" the Arrays XD. I wasted two days trying to configure them to use as inventory list to add the picked object after the last item or when one is removed order again without empty blocks with for each, CurlX,etc... and finally leave it .

    So this request may be more easy to achieve, Can be possible add a preferences/basic setup icon on the "Array Editor" with this two actions:

    On new Element: Do nothing / Add First / Add Last

    On Delete Element: Do nothing / Order

    I mean, this is an example but can be better ways, but the point is some way that automatically on you set the event add/remove an element on the array do this things, that will save a lot of work, frustrations and again will keep the event sheet more clean. Or even a simply actions in the event sheet that can do this will work for me. Is possible?

  • I hate when i have to code again and again the enemy behaviours for different projects having similar issues and wasting the time fixing again or searching the project in wich i solved the problem, and after that i can't copy/paste because uses different instances, names or associated plugins with other things so i have to code again looking the old code.

    So i made a mockup that something that will be great have in C3, i used the colors of the new website .

    The idea is save the enemy behaviours(Or hero, etc...) we create as presets to be used in next games with a few clicks.

    So, we select the enemy, add the "Enemy behaviour" with a button to open the editor and setup the objects of our game and load the desired behaviour and ready.

    Obviously for more complex and extense behaviour use the events, the idea is setup/preset the most used features.

    As adition the idea is have some mini-preview on we can drag&drop the Player and the enemy/enemies and create some basic level using tiles to have an idea how the behaviours will work, instead of run again and again the game to test it.

    For Yes/No and Enabled/Disabled options i did a separate tab on you can see all them without large scrolls and with only one click instead of now that you have to click first in the arrow to appear the two options to choose and another click to select.

    What you think Ashley , Tom ? Something like this can be done in C3 ?

  • Ashley , Tom Seems for C3 the shaders will be glmatrix version 2.0 and webgl2 features.

    Actually C2 shaders uses QUAD that only accepts load one texture, so my question is,

    Will C3 shaders be vertex to be able to load multiple textures to an object? Other info or maybe there will be an upcoming blog post about shaders and their new features? Something you can say now?

  • Don't know you also did some plugins, Which ones?.

    I read about the plugins that will need some tweaks to get working in C3, but still not hear nothing about effects, this means the actual C2 effects not will be supported in C3 ? Or maybe they will have another system? Maybe Scirra will add the Shader Toy API for effects in C3? Sure this will be great news .

  • Thanks! Great work as always!

  • Looks great, maybe abit hard to find the desired config

    Why in your effects no include also the .capx with that sliders? Will be useful to already have something to test and change add things to our config.

    Also hope in C3 you can preview all this effects without executing again and again the app.

  • Yes, i also had the same idea ,

    But there is anyway to fix it using only one sprite? Maybe some option in preferences or project, i don't know.

  • On start layout i set a sprite as mouse pointer but no matter if the game is scaled at 2x,3x,4x the mouse sprite is the unique thing is not scaled.

    How can i fix that? How can set the mouse sprite get scaled in the same way the other things do?