Nepeo's Recent Forum Activity

    We haven't made any changes recently. Showing videos can be slow/unreliable due to the fact they are streamed over the network. I don't know how much if any of the video is actually downloaded during the "load" step, just that the Admob SDK says it's "loaded". The error message you show is just the standard response if the video is cancelled. As for it getting stuck... it's probably just perpetually loading, hard to tell to be honest.

    I went over the delegate class for the video instance, there was one edge case that if you tried to show a video that wasn't loaded then it just ignored the call to show it. But in practice that method shouldn't be callable unless it was loaded *shrugs* I added an extra error handler there for the next version but I don't think it will ever be called.

  • The gradle issue is frustrating, we're hoping that Cordova will release a patch that resolves the issue sometime soon.

    In the meantime you can correct it by selecting the "fix" button on the error message, then confirming the required refactor.

    Using Android Studio can be confusing, it's quite complex. But once you get used to it it's not so bad.

  • We don't have a system in the editor I believe. If you understand how to use the cordova CLI you export as a cordova project, edit the project to include your adaptive icons then use the CLI to build an APK. It's likely possible that you can edit them into an Android Studio project as well without too much difficulty.

  • newt

    The particle method looks good, I expect the artifacts are down to matching the emission rate to the movement update rate. If a particle isn't emitted on a frame when the object moves then it appears to sit still for the frame ( or sometimes move backwards ). These sort of time sync issues are a problem in most solutions unfortunately, due to fact we have to use discreet time steps. The drawing canvas one has obvious gaps when it moves more on a frame ( either due to a change in speed or a long tick ) you can technically fill these gaps by interpolating the position change and painting multiple times per tick.

    I'm not sure how feasible an effect would be, you need to keep track of the data somewhere. Either as a texture of the previous frame or the location of points. The texture variant would basically be what drawing canvas is doing ( although the fade could be calculated on a per pixel basis, preventing the ghosting issue ). The latter requires more information than effects have I believe.

    Maverick1912

    That looks like a pretty solid trail system, but I believe the OP is searching for a technique which doesn't involve creating many instances per trail.

  • This is the trick I described before, can lead to some minor colour artifacts unfortunately. That's down to fact that the maths means the fade tends towards 0 but never reaches it. Might still be useful though

  • I think the suggestion was to not use objects, just the paste the current object position onto the canvas.

    A trick I've used with canvas 2D in the past is to not clear at the start of each frame, but paint a low opacity rect over the whole canvas to "fade" the entire contents. I haven't looked into such thing with the drawing canvas, but it might be workable?

  • I just want to point out, while that bug has been fixed the iOS simulator does not support WebAssembly. Although no reason for this has been given by the webkit development team. If you are wanting to test iOS applications you will have to use a physical device for the time being.

  • We're on the latest version for Android, but we haven't updated for iOS yet. Hopefully soon though.

  • Ah awesome! I did some islands experiments when I was creating the plugin, but they were just block colour... they kinda got abandoned. But yours look way better :P

    Yeah they are pretty easy to use, they sound way scarier than they actually are. There's plenty of fine tuning you can do to get exactly the style of output you want, if you look at the section where I was creating clouds you can see some things you can try.

    Redblobgames did some island generation tutorials ages back using somewhat similar techniques. The technique went something like:

    • divide world into zones using voronoi
    • use perlin noise to decide the height of each zone ( might want to try scaling based on how close to the center it is as well for a nice island shape )
    • zones below a threshold become water
    • zones further from the ocean have higher "moisture" levels
    • zones "biome" is decided by height and moisture level ( high + wet = snow, high + dry = stone, low + dry = sand )

    Incidentally the Voronoi noise expressions return the same value across the whole zone, it's kinda like an ID value. But it isn't guaranteed to be unique. If you do something like floor(AR.Voronoi2D(x, y) * 256) you should be able to identify individual zones with that value.

  • Depending on your networking situation you may need a TURN server. I believe one specific connection situation that Safari does not like is when both devices are on the same local network.

  • as you can see from the caniuse link Safari has supported WebRTC since version 11, which was released approximately 2 years.

    Is it true that WebRTC is not supported anymore by a lot of webbroswer ?

    No browser has dropped support for it, and there are no plans to as far as the public are aware.

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  • Came out really well, and it's pretty speedy all in all! I find flying around the little arrow far too satisfying...

    You could MAYBE use chunking to make the world gen. real time ( so only generating the visible parts ) but this more trouble than it's worth I think.

    One look at the wikipedia article on it an I realized I'd need at least a masters degree to translate their gobbledy-gook.

    It's not worth look at wiki for maths stuff, even if the idea is simple the article will be unreadable. Pages for algorithms can be a bit hit and miss. The wiki page on Perlin noise is OK... While the algorithm seems kinda hard it's actually a very obvious solution with a few layers of tricks on top. Also worth noting that you don't actually need to know how it works to use it. It's a magic box you pass co-ordinates into and smooth noise comes out. I wrote a tutorial a while back on the basics of using Perlin noise and the advanced random plugin.

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Nepeo

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