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kindeyegames

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A member registered Feb 07, 2018 · View creator page →

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This does per pixel shading, however the pixel normal is calculated from the tangent of nearby pixels, so it is effectively a plane. The difference from 3Object lighting is that the light attenuation can vary across the face of a polygon. Additionally spotlight edges can vary across the face of a polygon. Finally, you can enable procedural normals based on diffuse texture which can further vary the normal and light calculation.

I am also experimenting with adding normal map support to this effect with 3DObject, it is not yet available, but if the experiment works out, I'll add it as an option.

Try the 2.63.2 version, it should have some perf increase for many smaller objects. Also add a spinning sprite in your project to keep the draw active to help with consistent benchmarking.

Right, if the image is not changing (all c3 objects don't change), then no rendering is required. This is why I have rotating sprites or rotate the model. It is currently much better for doing 10-100 objects that are somewhat complex vs a lot of objects. This is because of the cost of draw calls. For a lot of small objects, try using it without static set.

I'm not sure if it is available, but will look. Is there an issue you are having with raycasts?

In terms of using billboards vs 3dobject - at this point try and see what the results are and let us know.

Thanks for the feedback, interesting results, its variable based on systems and drivers and gpus!

What GPU and CPU?

Thanks for the data, I will be interested to hear what you see with the latest update.

Interesting, I am going to make another optimization tunable and we'll see if it affects different GPUs differently.

I will keep updating as possible, including if SDK V2 adds features to support them. SDK V2 as of now it doesn't have any performance improvements. It is more to control what addons are available and consolidate SDK and scripting.

Not right now, perhaps later. Can you show an example of the shapes?

Thanks for the bug report and the screenshot, they helped me debug the issue.

Fixed:

https://kindeyegames.itch.io/construct-3-cannon/devlog/744425/fix-updaterender-f...

This depends on the requests I have made for SDK V2, waiting for a response from Scirra. In the past requests have takes months to years to get implemented. If they implement the requests, main.js will no longer be needed.

Scirra has said the current SDK will be supported at least for two more years (through C3 SDK V1 LTS), which is what is used with the main.js file.

What do you mean? Can you provide more details?

Try out the sprite trimesh support!

Yes, in general, because it is part of the change to use the Rapier physics engine, instead of cannon. It also has more features, better perf and stability ( version 2.x.x of the addon.)

you need to use webgl in your project setting, disable webgpu.

I will hopefully make the github public and then docs can go there, with PRs from community to update too.

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thanks will take a look, probably tomorrow 

See the override size property and property values.

Are you doing to equip different weapons for a character? One way that I and others have solved this in the past is to add all the possible weapons to the model as different nodes/meshes. You then enable or disable the weapon nodes/meshes depending on what weapon is equipped. It works well and the performance is good, because only the enabled weapon is rendered.

Not yet to all three. Will take a look this week.

This is not available. If you have a small mesh at the end point of the angle, you could use the origin of the 3DObject and one of the points of the mesh, to calculate an angle.

I think in this case it would be better to use a separate sprite as a collision box and don't have the 3D object do collisions.

The separate sprite can be thinner and rotated.

In general I think this is a good idea, use 3D for the visuals and use sprites, etc. for collision, etc.

Hopefully not.

Ashley has said the V1 SDK (which this uses) will not be officially sunset for at least one year.

This gives us plenty for time to update it for the new SDK and I have also already requested changes for the new SDK to better support this addon

To get started and mapping a 3DObject to a C3 2D object, take a look at: 3DObjectWalking.c3p

If you have any issues, post  or DM your test project and I can take a look.

What type of project do you want to do?

Yah, it is definitely interesting! We have a small Discord server of C3 devs working on / thinking about moving over to Godot - all familiar names to you, I am sure. In fact I think one of the folks on the Discord sent you an invite.

It an artifact of the style of the SSAO shader implementation based on the OG version from Crytek: https://learnopengl.com/Advanced-Lighting/SSAO

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Definitely interested in hearing your thoughts. I am using Construct 3 now and considering moving to Godot due to C3's questionable support for advanced game devs and advanced addon devs.

The audio is very nice and creepy.

I also hope your home chaos smooths out.

Can you try it on 3DShape and see if you see a similar issue between different C3 versions? If you do then yes file a bug. If not, send/post a test project and I'll take a look (you DM me on Discord or post a link to a test project here.)

For now, it seems to be better to use webgl2.

Perhaps someone else can, I am open to that.

At the same time, have you seen good results with webgpu on real apps yet, I have not.

You are welcome, share some pix of your game when you are ready!

This is an incomplete gltf. It does not contain embedded textures. I suggest using the glb format instead, this includes all necessary data in one file.

For the gltf version you would need to make sure it embeds all textures and buffers in the gltf file itself.

This is mentioned in the text on the itch page as is the suggestion to test your files on https://sandbox.babylonjs.com/ before use.

Can you send me the test project or send me the gltf/glb model you are testing?

Perhaps a bad model or bad format? Can you send the project and/or the model?

Also please make sure you are using the latest version of the addon and C3.

The debug render is not perfect, it can be offset, but it generally shows the location.

Try RapierJointsMinimal, pulled out some unused code.

Hmm, are you using the latest version of the addon?