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Discussion and feedback on Construct 2

Post » Wed May 25, 2011 12:43 pm

Instead of per pixel, how about a grid of less points spread out?
[code:2v0bvtzp]. . . . instead of ........
. . . . ........
. . . . ........[/code:2v0bvtzp]
If that makes sense.
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Post » Wed May 25, 2011 1:24 pm

Grids of points can overlap with none of their points touching! All the points just fall in between the other points. It won't do at all! Collision polygons are the standard used by physics engines and other algorithms like lighting. We may as well use collision polygons and then you get your physics polygon automatically.
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Post » Wed May 25, 2011 2:07 pm

Thanks for the update, this new Variables system seems very useful. :)
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Post » Wed May 25, 2011 4:07 pm

[quote="Ashley":q0njyvcr]Grids of points can overlap with none of their points touching! All the points just fall in between the other points. It won't do at all! Collision polygons are the standard used by physics engines and other algorithms like lighting. We may as well use collision polygons and then you get your physics polygon automatically.[/quote:q0njyvcr]
Yeah, that might work. As well, it could certainly make shadows better-quality and, well, actually fit the shapes of the sprites rather than using the bounding box! :lol:

Also, speaking of lights, I imagine lights can be improved in some ways upon their implementation in C2, such as being able to replicate the effect of hanging a light above an object when in top-down view (to cast a shadow on the ground), and for light to either be sunlight (rays are parallel) or closer lights (which don't cast parallel light rays).

Anyway, collision polygons are a reasonable compromise, as they're used with physics anyway, and in some ways just as effective as per-pixel without being nearly as speed-dependent.
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Post » Wed May 25, 2011 4:56 pm

Hello, and thank you for this amazing program.
I have a question:
will C2 contain a 3dbox plugin like CClassic or not?
I ask because i`m starting a long-term project and i need to know that to start making the graphics. Thanks.
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Post » Wed May 25, 2011 4:58 pm

[quote="arandaschimpf":38fibxu8]will C2 contain a 3dbox plugin like CClassic or not?[/quote:38fibxu8]
I guess not in the HTML5 exporter - canvas only supports 2D. In the distant feature, it may come with an OpenGL exporter though.
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Post » Wed May 25, 2011 5:22 pm

Speaking of which... For the inevitable EXE exporter, are you guys gonna do OpenGL or DirectX? I would think that OpenGL is ideal, as it would make cross-platform EXE export much easier to implement, and the performance is not an issue (in fact, I hear OpenGL has faster draw cells than DirectX), and funnily enough, OpenGL has had features such as tessellation (as an extension in this case) 3 years before DX11, and unlike DX10 and 11, it can work on Windows XP, which is still widely-used.

Though, I'm no expert on the subject, mind you.
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Post » Wed May 25, 2011 5:25 pm

Definitely OpenGL: it's the same as the editor so we already have an OpenGL render we can recycle, it's multiplatform, and we can ditch that horrible D3DX update. I'm totally through with DirectX after Classic.
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Post » Wed May 25, 2011 5:34 pm

And as a bonus, you'd only need to do one set of C++-based plugins for a whole bunch of platforms, since it's all OpenGL!

Hells yeah! OpenGL all the way, man!
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Post » Thu May 26, 2011 2:13 am

Just to toss up ideas, how much power would circular collision take?
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