cjbruce's Recent Forum Activity

  • Nope, not working on a plugin. I am just unsing ThreeJS for some stuff. I am just curious how far someone could get in combination with C2 / C3.

    Why Babylon3D over ThreeJS ? Performance ?

    >cjbruce: Why are "arrays" a bottleneck ? As far as i know, "Panda 2" is able to combine its 2D with threeJS.

    It has been a few years since I used Q3D, but I believe the array/picking question became apparent to me when the old Babylon3d plugin for Construct 2 was released in late 2016. At that point both Q3D and the babylon3d plugin were available, and we could make a direct comparison between two different approaches to picking objects that had nothing to do with the three.js vs babylon3d question, rather with the integration with C2:

    In the Q3D (three.js) plugin suite, arrays and picking are done using Construct 2's built-in events. If I recall correctly, QuaziGNRLnose put in a significant amount of work on this, and it worked beautifully.

    In the babylon3d plugin suite, the author used babylon3d arrays, which are much quicker to implement and are theoretically more performant, but this required creating a separate plugin called something like "mesharray" where you put groups of meshes. This was distinct from a "mesh object". It was very confusing as to when you would use a mesharray or a mesh.

    The issue isn't with the underlying engine (babylon3d or three.js). The difficulty arises in the design decision of whether or not you want to follow Construct's array/picking scheme, or if you want to invent your own. My vote is to use Construct's scheme, as this makes it MUCH easier to use for people who are used to the way picking works in Construct.

    QuaziGNRLnose, is my above summary mostly correct?

  • Might want to poke QuaziGNRLnose's brain a little on this. If I remember correctly, Construct’s picking system creates problems with both threeJS and Babylon3D arrays. I think this is one of the reasons he abandoned further development of Q3D for Construct 2 and has no intentions of trying to do a Construct 3 port.

    For my purposes of using Q3D as a simulation tool, what he created was perfect, but it may not make sense for a full game.

  • Ok... now i'm working on a own 3D Plugin for Construct 3 Runtime.

    That’s great! What are you using as a 3D engine? Also, any thoughts about physics?

  • Here is Construct 3 running in Chrome on a MBP. I’m in my car at the moment, so there is no Wifi. I can save locally until I get back on wifi and save to Dropbox.

  • At the risk of reiterating what has already been said, I only use Unity3D when I absolutely have to. Right now, I am spending most of my time on a Windows/Mac native game built in Unity3D. It is a traditional project, with 4 people working on it for three years before release.

    I do all of my contract work to pay the bills in Construct 2 and Construct 3 for HTML5. For the type of work I do, Construct 3 is about 10 times faster for 2D HTML5 projects. I wouldn’t be able to pay the company bills if I was hamstrung by the Unity2D workflow.

  • Sad to hear that C2 SDK is too limited for further 3D-things. Do you think C3 is more capable for such a task ? Or do you know any other 2D HTML5 GameEngine that can be combined with threeJS ?

    Ditto here. I've been tooling away in Unity3D for the past 2 years on a larger in-house project, but Unity3D is way too heavy for the HTML5 client work that I do.

    Q3D for C2 is good, and an incredible technical achievement, but I'm looking forward to something with better integration between HTML5 and the 3D engine. Preferably with the speed of development offered by Construct 2/3.

    Quazi, any tools in the works? Maybe something in the next five years? :)

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  • When you load up a project exported under an older version of Construct 2 with a newer version of iOS Safari (maybe post 11.3???), when you add a Touch object and drag around the screen, the entire body of the document drags.

    Please see the following web app made with Construct 2. When you drag the stopwatch timer around the screen on an iOS device, the whole screen scrolls:

    http://simbucket.com/eggthrowndown2000fps/

    At some point last year it appears that this problem with solved in both Construct 2 and Construct 3.

    I have approximately 100 old projects exported with Construct 2 that I have delivered to clients. Rather than loading up the old projects one by one and re-exporting them, I would prefer to simply modify the offending lines of code in the exported projects.

    I thought maybe it would be in style.css under "body", but the working style.css files look the same as the ones with the problem. In CSS, the following code does not solve the problem:

    <style type="text/css">
    		* {
    			padding: 0;
    			margin: 0;
    		}
    		html, body {
    			background: #000;
    			color: #fff;
    			overflow: hidden;
    			touch-action: none;
    			-ms-touch-action: none;
    		}
    		canvas {
    			touch-action-delay: none;
    			touch-action: none;
    			-ms-touch-action: none;
    		}
     </style>

    I tried looking through the Construct 2 and Construct 3 release notes, but didn't see any mention of the problem.

    Does anyone have any ideas on how to solve this problem without having to load up 5 years worth of old projects one by one?

    Tagged:

  • Certain things like animations and effects are really easy to do in Construct. Other things, like scrolling lists are MUCH more difficult than in an app-building IDE. It took me a long time and over a hundred small Construct projects before I attempted to make a scrolling list in Construct, and I’m still not 100% satisfied with the look and feel.

    For a quiz app, if you are okay with single screens and no scrolling, all you need to do is add sprites and a “Touch” object to the layout, then in the event sheet, use an “On Touched Object” event on each sprite to do some action, like popup another sprite that says “Correct!”, or “Try Again!” You can then go to another layout for the next question.

    For an example of this built in Construct, check out my site simbucket.com/chemthinkserver/chemthink/index.html . It is free, and you can log in as a guest.

  • Odds are they didn't read the post and just assumed someone was looking for where to get 3D models.

    As for display: There's a plugin called Q3D for Construct 2 that isn't likely to be ported to Construct 3 any time soon, but it does allow for 3D scenes/models/etc in Construct 2 (not a free plugin, but the developer behind it is awesome and deserves what it costs!)

    Hear hear for Q3D! Unfortunately it is still based on a 2015 version of three.js. I’m hoping someone does a modern port to the C3 runtime so I don’t have to try to make Unity WebGL work for our most recent game. Unity WebGL is pretty bloated compared to Q3D.

  • Oh dear, has this been abandoned? For what it has it it very impressive and although I can figure it all out on my own I'd rather not since I paid money for it.

    He isn’t developing it anymore, but the Q3D manual should still be available. I am hoping someone does a threejs or babylonjs implementation for the new C3 runtime.

  • >

    >

    > Speaking of which, this looks like it might be a great problem for a GPU. I imagine you could run a similar algorithm about 1,000,000 times faster with a GPU's parallel processing. R0J0hound, by any chance do you know if it is possible to do Unity-style compute shaders on the GPU with WebGL?

    >

    Maybe this: https://github.com/gpujs/gpu.js

    [quote:137auibi]gpu.js is a JavaScript Acceleration library for GPGPU (General purpose computing on GPUs) in Javascript. gpu.js will automatically compile simple JavaScript functions into shader language and run them on the GPU. In case a GPU is not available, the functions will still run in regular JavaScript.

    zenox98, this is life-changing! Thank you!

    So many of our simulations could benefit from GPU acceleration. I'm thinking make a javascript call to gpu.js to return an array, then use C2 to visualize the results. This is awesome!

  • I fiddled with it a bit more, didn't find any worthwhile changes.

    On a performance note I get 6-7 fps on my machine. I made the entire thing in javascript completely independent from Construct and got 22 fps, but that's also with a 360x360 grid instead of 50x50 and I'm not doing anything fast with the rendering.

    I found that fun. I'm probably going to do that sort of thing more and more. No engine, no editor, completely diy, and no limits. Completely carefree, and it actually isn't harder and doesn't take much longer than doing it in a game maker. Sorry for the off-topic tangent, it doesn't help with the op in relation to this software.

    Speaking of which, this looks like it might be a great problem for a GPU. I imagine you could run a similar algorithm about 1,000,000 times faster with a GPU's parallel processing. R0J0hound, by any chance do you know if it is possible to do Unity-style compute shaders on the GPU with WebGL?

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cjbruce

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