Thank you for the drawMesh() addition! It will prove helpful for Spine integration with SDK V2 overtime, in particular if it gets improved mesh render performance and per quad color (in a later update.)
Example C3 3D games, already commercial or looking very promising (they use the 3D constraints as a design pillar, e.g. retro 3D or casual 3D game.)
store.steampowered.com/app/2176450/Mr_Hopps_Playhouse_3
store.steampowered.com/agecheck/app/2189860
codecanyon.net/user/zupga (many 3D games)
preview.codecanyon.net/item/pocket-drift-html5-game-construct-3/full_screen_preview/42902732
play.google.com/store/apps/details
cheva360.itch.io/pookies
Agree with some of the above. My experience is that devs want 3D well integrated into C3 and they have _already_ been able to make interesting games with C3 current level of 3D and 3rd party addons (full disclosure I have made one - 3DObject which is now free and open source.) Some of those types of projects could be nicely improved with some C3 SDK changes.
It is also so much more useful to be able to place 3D objects in the editor in a fully integrated solution (whether 3D Shape or 3D Object or any other C3 object.)
As a counterpoint in the three.js example, you cannot place three.js objects in the editor or create a 3D environment with the editor. C3 objects and the three.js canvas cannot interact in a meaningful way besides entire three.js canvas in front or back. Most importantly the C3 layout editor cannot be used to place three.js 3D models in the layout to create a level, environment, etc.
are you using ProUI addon?
Thanks for "Add static method IBehavior.getByConstructor()" - much appreciated!
Thanks for getting this fix in, just before the wire!
Possible runtime error loading images from URL (regression r383)
Probably, once webgpu becomes better overall in performance to webgl2 in C3.
They should have a PSA about this...
It is because this effect does not have a webgpu version and the new default for C3 is to use webgpu instead of webgl (switch back to webgl in advanced project settings). I am not sure why they do this, the current webgpu implementation has varying up/down performance vs webgl.
Post in the issues of its github, perhaps you can get help from the authors there.
For addon on dev I use c3ide2 to generate the correct addon format and also a server for faster iteration in developer mode and no need to clear cache.
github.com/ConstructFund/c3ide2-cli
As far as I know, effects cannot be changed into behaviors. Is there a 2 effect limit, I have done more than that.
Oh! Sorry, I did not see the original post and question. No that won't work.
However, you can use 3D Shape to display sprite or tilemap on the different faces.
Try it, let me know.
It doesn't. Look for effects by Federico, they usually have a webgpu version also.
Wonderful news on opt-in to direct rendering with 3D objects! This will allow us some interesting effects with 3D shapes and objects.
We need one more thing for 3d shape fragment lighting.
Can you please add a varying output to the default vertex shadet, just passing through aPos, so we know the world position of the fragment.
So please add in webgl2 vertex shader: out highp vec3 pos; and in main(): pos = aPos. Also, please do the equivalent for webgl and webgpu. This will get the frag shader the world coordinates needed for world based frag lighting.
If the following shader does not use pos, it will allow the shader compiler too compile it away. Even if it does not compile it away, it would seem to have small impact.
I will also add this to the c3 2024 suggestion platform.
Thank you for the consideration and great beta release.
Member since 22 Apr, 2016