matriax's Recent Forum Activity

  • Also when you save the project is saved in the main/index of the cloud service :S

    So when you saved he do it in a default site and when you try to load you see all the files ordered by last updated, all in the same list mixing .capx of all projects, tests or whatever.

    At least using GoogleDrive. Also i tried to save in Browser local Storage the file, after that i tried to search that files in my PC and nothing was found... So i have to download the project to have a real copy in my PC ¿? There is no way to save in my HD by default instead of "download copy"?, like the Browser local storage does?

  • I wonder how will can edit effects in C3 since the addons are added using a manager and seems we can't edit them at least in this beta :S

  • To save/open you only see the files, there are no folders or way to organize them?

    I normaly have for each project more than 100 .capx, mainly because if i made some mistake or some thing not works and i can't go back i pick the lest version the project worked fine. So i keep the last 5 versions easy to pick and the others in an "old" folder.

    But now is a chaos, appears all the files in the list even projects i finished, all mixed :S

    Please, make a way to see the folders or something to organize all them better.

  • They have to be added one by one? Also seems only .C3addon are accepted, so all the .FX / behaviours / Plugins previous on C2 not will work , so i can't import any project vecause all them have a lot of that.

    Hope in the next updates there is some "Plugin/behaviours/Effects" store.

    Also for .FX effects, i normally edit them, the .FX/.XML to add more properties or edit some values to get as i want. So, how i can edit the .FX in C3 ?

  • Yes, this need some button saying "Add new Behaviour" or something so with one click open the behaviours window. Now you have to do 2 clicks in both ways. Double click o right click + select the add new behaviour

  • Vabal Done!

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  • Gigatron Nope, tried now, i did it and this are the results:

    Number of sprites before frame downs

    512x512 = +1900 sprites(no FX) | 120 With Rasterize FX Cube

    1024x1024 = 800-900 Sprites(no FX) | 60 With Rasterize FX Cube

    What you think?

    Also i saw the .FX code and damn, how complicated is do a simple cube with a texture :S .

  • Gigatron Perfomance tests comparing Rasterize-RayMarching

    Number of sprites at 256x before frame downs

    Raymarching = 150

    Rasterize = 320

    Number of sprites at 512x before frame downs

    Raymarching = 60

    Rasterize = 120

    Number of sprites at 1024x before frame downs

    Raymarching = 25-30

    Rasterize = 60

    Mmm... this is correct? I thought with rasterize the perfomance will be boosted, yes there is obviously an improvement but i was expecting more than 1000 cubes for 256x :S . But at the end the perfomance was "only" 2x.

    I'm going to see the .FX code and do other test to see if i can find in this case what is the thing more GPU is taken.

  • Gigatron Not a real gain. Between the same or 10 more cubes on screen with different tests.

    Also i found another perfomance thing. If the sprite is 512x512 but the cube with their zoom is only for example 64x64 size their perfomance in screen is the same with the cube at 512x512 or 32x32 or whatever :S . The perfomance only improves with the size of the sprite not the shader render content. Maybe was obviously but i didn't know that.

    So, what is the real difference between Raymarching and using triangles in terms of quality or features? Because after know how raymarching works seems is a GPU consuming :S .

    Can you post the first Cube shader that uses triangles please? I want to test their perfomance to see how much difference is.

    ---

    Interesting shaders i found that may improve the perfomance:

    -----------------------------------------------------

    Triangle Rasterize shader with a cube textured:

    https://www.shadertoy.com/view/XdlGzn

    ----------------------------------------------------

    Cheap Cubemap:

    https://www.shadertoy.com/view/ltl3D8

  • 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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matriax

Member since 22 Jun, 2015

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