1mrpaul1's Recent Forum Activity

  • Yes rotating is similar to animation, whenever you change a lot of points of a complex model, the CPU must do a lot of calculations. When you say changing speed, do mean mean animation rate or something else?

    No, speed, multiplier.

    By the way, changing framerate from 60 till 24 gives a great boost in performance

    What mobile are you testing on? Mobile model and year? I am trying to gauge the performance of the platform. On my iPhone 12 the perf is good, but obviously higher end mobile.

    Im using Redmi S2 android for testing. I think it is average by market

    mi.com/global/redmi-s2/specs

  • Another notice.

    Rotation of the object, or changing its speed cost a lot of performance, seen good on mobile

  • In general, I think there is a possibility for higher performance, currently, I am focused on minimal features and critical bugs first (e.g. flicker when animation change, rotation not working for some mixed mesh models.)

    Good point

    The idea about frames for models also was good.

    to be able to make skins

    For creating lower poly models in blender, try the second answer here - decimate (FoozleCC pointed me at it.)

    I did it, and got 2.5K polygons, it gives 30fps on mobile, but if to add even one more model, fps drops till 15

    I learned how to make models better, and i can decrease the polygon count to 1.5k, but still hard to add more than 3 models like this on the scene

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  • 6000? You want to be aiming for 1-2k for a humanoid character on desktop, probably less than 500 on mobile.

    probably it is possible, but very hard to do, for characters like stickman.

    in the blender we can use a smooth view for the model, but in the construct all polygons are visible

  • How do you think, is there any chance to enhance performance?

    tried today a normal, noncubic model, with 6k polygons(min that i was able to make to keep edges soft) and got just 18fps on the phone

    while we need at least 30 I believe

  • There is a comment on the itch.io 3D Object page about this.

    You must make the image size of the 3D Object larger than the Project sprite sheet size. For now, I suggest making the Project sprite sheet size the minimum (512) and if needed, upsize the image size of the 3DObject to be 512 or higher.

    yeah, to have 512 textures we need sprite sheet size 512 or 1024

    thanks

  • Something very weird happening in the last version of the plugin 2.4.5

    newest exported models mixing textures with previous (other model)

    tried 2.4.4

    and there is the same issue

    can you send previous version to try?

    Updated

    found what is happen

    in all models, i had texture in the 1024 resolution, but when added 512 px texture previous 1024 px textures starts to mix up with new 512 px image

    not sure is it bug or feature

  • ​Interim update, some partial fixes:

    Better gltf error recovery, instead of crashing the editor, note in the dev console the issue of loading files and throw an alert. To correct this, change the filename back to 'path', reload the project, and use a different file next time.

    Somewhat better rotation when rotating a model with skinned and non-skinned nodes. For a single axis of rotation, they will both rotate in the same way.​

    However, still, an error when rotating skinned and non-skinned nodes with more than two axes of rotation, they do not rotate in the same direction for all axes of changed rotation.

    in my game, all objects are rotating. even those that were animated in the blender by changing angle

    so, great fix, thank you

  • I think Facebook accepts a zip too. To be honest their rules aren't very clear and in some cases are self-defeating: the requirement to put everything in a single HTML file actually makes the file size larger, due to base64 encoding, and if you aren't allowed to zip the HTML file then obviously you'll have a larger file size too. So if you can, use a zip, but a single HTML file should still only be 30% larger or so than an equivalent web export even without compression.

    yeah, strange requirements

    if zip is ok, so, the limit is 5 MB there

    really confusing

    btw,

    Ashley, you did a really great job, playable ads export works well, and exported games also work well even with effects

    I will promote C3 in the telegram channels for gamedevs

  • zipped.

    but faceboook requires HTML file, no?

    if zipped yes, my game took 1.9 with all resources

  • as i know playable ads got to be less than 2 mb, but c3runtime weight 1.5 MB or more with behaviors, and already no place for media and images

    In my case, ready HTML file weight 3.7 MB is on 2 times bigger

    So is it possible to decrease the size of the c3runtime?

  • this is what I'm usually doing.

    I have a bookmark on the start page of chrome

    when the new version arrived, I'm changing the link in this bookmark, launch it, and then download the app from there, by means of the button download on the chrome toolbar

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1mrpaul1

Member since 21 Feb, 2018

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