MegaMente Br's Recent Forum Activity

  • Hello, excuse me, with "hexa game" you mean those games that you shoot at a specific color and if it is the same color (similar to what happen in Candy Crush) every same color gets destroyed?

    (Sorry English isn't my native language)

  • R0J0hound

    Hey what's up again. Could you give me a hand? I am trying to use your plugin (paster) but I didn't understand how to use it. Basically I am trying to write a text using sprite font, then I want to take a 'screenshot' only the area of the sprite font object and after that I would use it as texture for 3D Text. Could you help me use your plugin (paster)?

  • megatronx

    Hey, do you know? Build each block from vertexes inside the game is there only way possible to 'disable' the invisible faces that are not being shown? maybe you had achieved this and I don't know...

  • WOW!! Really?? I would love to see the project ROJO is working on... It will be similar to C2 engine? Or similar to Godot/Unity? I only knew about the existence of C2 three years ago during pandemy, also I only knew about ROJO I guess about 1 year ago...

    Seeing C2-like engines would be revolutionary!

  • Brooo.... I was searching for 3D Collisions and everything... I think it will be easier to learn how to program inside a 3D Engine, maybe it will be easier to learn all the Multiplayer mechanics for those 3D engines rather than learning how to implement a 3D Engine inside C2... Nah... (laughing desperately like the joker)

  • To calculate direction of casting depending on the players angle do something like this:

    ax= cos(player.angle) -distance, ay = -sin(player.angle) -distance

    Thank God! I've already passed this stage...

    So you will need to nest arrays, and depending on player position access them, then arrays within them and place blocks accordingly. To do that each block has to have a boo that defines its availability.

    I was trying to do some tests with that before, but I ran into a problem: Let's say that the player can Aim at the object 'ground' which is extremely large and it's origin point is centered, also let's say the player is right at the block edge, the "it's inside radius boolean" wouldn't detect because the tests I made only takes the player PosXYZ and object PosXYZ and don't take other important values to as its length...

    How could I make this 'algorithm'/'formula' to detect the distance from player and block? Maybe I could use a: "is overlapping object", but then I must do this detection in a loop for all the object what wouldn't be very optimal...

    Also, lest say your cube is 10x10x10, then you can repeat the ray test n/10 times, so per grid and not per pixel.

    It's a great idea, not gonna lie. But it would be only for a cube exclusive game. Since objects with meshes that don't will the cubic format would be detecting even if the player isn't looking at it.

    But everything you said gave me an idea... I will try my best to see if it works. Thank you! :D

  • You probably need to limit the ray tests to a distance. for each rayAsset, distance < then, raycast.

    But if there is too much objects inside a layout?

    Like inside a Minecraft world there will be a radius of 4 blocks and almost everytime there is a block around the player...

    In other words: it will always be casting rays anyway.

    I mean, maybe I could test if what you said but instead ofy position, I test the position of the point in the ray near to the block... That would be equivalent to what I am doing to test if the point is overlapping a 3d cube.

  • Seems interesting. I coded to cast a ray every 1/24 seconds and detect almost 304 different points in the ray of length 76.

  • Interesting, and thank you for the explanation I will try that, maybe It would be faster...

    ** About the raycast: I would be very interested too, soon I might upload here the template I made and it does have raycast, but it's laggy because it does too much collision checks per tick and it might not precise for very small positions also it only detect collisions for cubic meshes.

  • megatronx

    I didn't found the page about Rojo talking about it, was he talking about cubes or triangles? (the triangles one I found, but I was hoping to find the one talking about the cube already made by him...)

    Also, have you done raycasting in you project? Or won't it have it?

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  • I still got no sucess, the origin point is centered at the 3rd program. It seems to lose this information when I import into C2...

    The object size at the 3rd program is (16, 16, 16)

    When, inside C2, I change to (64,64,64) the Z scale gets messed up and I will find myself 'flying' and the object will be bigger but not enough to fill the gap...

    When I try to change the Z origin to the bottom or top it it still to have the same problem when I change value... I'll try to change the 3rd program, but I don't it might be it...

  • R0J0hound

    I am having some issues with rendering, can you help me?

    The problem:

    - I have a mesh of a cube.obj (16, 16, 16) (X, Y, Z) (created using a 3rd program)

    - When I change Z to a higher number using events, I start to "fly", it's like with the object was pushed down by 8 pixels and there will be a gap between me and the object "floor".

    Do you know what might be the problem?

MegaMente Br's avatar

MegaMente Br

Member since 4 Nov, 2020

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