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Topic: Construct 2 SDK - Advanced use
Posted: 20 Dec 2011 at 11:40am
Construct 2 evolve nicely and the tools seems to be quite pleasant to use. But I'm a bit lost with the features page.
Lately I create my own game engine, but for various reasons I'm always searching for something more easy to use.
Coming from a development side, I need to have a full access to every aspect of the engine.
Thanks for your answer.
Edited by Armitage1982 - 20 Dec 2011 at 11:40am
|Post Options Quote Reply Posted: 20 Dec 2011 at 1:37pm|
|Post Options Quote Reply Posted: 20 Dec 2011 at 2:22pm|
You might also be interested in this blog post on Construct 2's architecture.
Edited by Ashley - 20 Dec 2011 at 2:22pm
|Post Options Quote Reply Posted: 24 Dec 2011 at 2:39am|
Thanks for the answers.
I had a look at the provided links and the architecture looks really nice !
As an example, I know that one of the potential bottleneck of using Box2d is when you solve/pre-solve/post-solve the Contact Collision by Yourself.
- First, I don't know if using these callbacks are possible within the current architecture
- Same think with the AI using Finite State Machine for every objects on every cycles.
I'm only asking this from a processing speed point of view. I know that HTML5 rendering still need a bit of power to talk about graphic speed right now.
Thanks for your support.
|Post Options Quote Reply Posted: 18 Jan 2012 at 9:17pm|
Well I did not get answers to these questions but since HTML5 is still a promise, I bet on scirra and construct 2 as my first tool in that new area. Time will tell me if I was right
In any cases I can still use it to build web stuff or simple things.
|Post Options Quote Reply Posted: 18 Jan 2012 at 9:46pm|
Hard questions to answer, as I don't believe anyone went for such advanced/specific use yet.
For the question about collisions, as I said previously the built-in physic behavior is based on box2D.
You can check this demo that shows quite a few elements on screen with physic behavior. It's perfectly fluid on my FF 9.0.1 on win7 (NVIDIA GeForce GTX 560 Ti).
So I guess JS via C2 sounds powerful enough on computation level (I'm not sure if the webGL rendering helps in any way with the computing of physic though).
And for the AI part, same thing I guess. I think I'm not knowleageable enough on this.
The furthier I went as for "AI"/computing is the pathfinder behavior and it has always appeared to work pretty good on my computer (I started it on XP with a dual core 2.5Gh and finished it on win7 with a quad core 3.5Ghz).
I guess if you really push it you will hit limitations, but hard to precisely tell you "you can do up to X collision at the second" for now 'cause it sounds it depends so much on the gear/OS/browsers/etc...
As you said, at worse you can always do "simpler" thing with C2 it is not totaly wasted money.
Keep us informed about your experimentations/results
Also moved to the SDK forum, it is less likely to drown answerless.
Edited by Kyatric - 18 Jan 2012 at 9:50pm
|Post Options Quote Reply Posted: 18 Jan 2012 at 9:51pm|
@Armitage1982, I'm not sure what your question was from your last post. Could you clarify what you were asking?
|Post Options Quote Reply Posted: 18 Jan 2012 at 10:21pm|
I will !
Thanks for the replies.
I guess it all depends on the project. But if Construct 2 deliver his promesses then it will be a nice tool for fast prototyping and handy to quickly publish/update research on a game.
The physics demo you send me Kyatric is working smoothly too so who knows...
As far as you keep a little room for the developer side of game making and avoid locking everything with too much UI tools, you can only enlarge your experienced users base (not that I am experienced at all but many have a rude approach of game maker tools. They think they can do everything... Yes but in 4 years ^^).
Thanks again, keep up good work ;)
|Post Options Quote Reply Posted: 19 Jan 2012 at 1:28am|
Umm... I am pretty sure somewhere in C2 I read that no more than 8 collisions points are recommended? And you want 50 to 100??? Am I misunderstanding what he is saying? O .o
|Post Options Quote Reply Posted: 19 Jan 2012 at 3:11am|
@VampyricalCurse: With the built-in behavior, the way things are coded yes, it's better to stick to 8 points.
Ashley had to code the physics behavior so it can be widely used, in many cases.
He had to make decisions to manage this.
But Armitage said he wanted to develop his own plugin based on box2D. So after all, maybe a specific implementation may help raising the possible number.
A plugin specificaly coded for a game could handle only issues of said-game.
I think in theory that makes it possible.
Now to see it actualy done is yet to be seen.
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