Q3D V-2.4 [3D Physics + Skeletal Animation UPDATE]

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Post » Wed Jun 17, 2015 7:35 am

@Ralph

Seems the performance is better than I expected, I'll see about adding official support for something eventually. The QFX shader system is incomplete so there wont be any examples for a while. I'm wont working on Q3D for a while (possibly for a few months) since i have other projects to complete for the time being.
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Post » Wed Jun 17, 2015 9:59 am

gamecorpstudio wrote:
Ralph wrote:here is example ---- > http://threejsdemo.tk or http://threejsrtsq3d.tk


http://threejsdemo.tk <--- this 1 purely is black screen every time i refresh
http://threejsrtsq3d.tk <--- eats 92% cpu usage :O what the hell?



... must be something with your megamachine :ugeek: . AreU using Chrome ? For me it works at 60 fps on 7 years not gaming core2duo&4gigsRam laptop (with broken cooling fan) with around 40-50 cpu usage ,,, on my i7 quadcore&GTX570&12gigsRam it eats only 8-11 percent of CPU so,,, what da ....... :?:
..both pages are forwarded to same source " there was missing logo images "
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Post » Wed Jun 17, 2015 6:12 pm

@Ralph nah im using firefox... i think was the flashplayer plugin, now is all ok!

i dont use chrome anymore, since every 2 months purely freezes and doesn't want to start instantly anymore, on this machine i have, its insane, and i have resources to run cryengine and other stuff pretty decent, but a browser stays 30 minutes to boot lol!
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Post » Thu Jun 18, 2015 6:25 am

is there any trial version of this plugin .....

Also is it possible to create a game like using 3d blocks to build a city or something like that ?

And would it run smoothly on browser ?
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Post » Fri Jun 19, 2015 4:26 am

QuaziGNRLnose wrote:@Ralph
I'm wont working on Q3D for a while (possibly for a few months) since i have other projects to complete for the time being.


Gosh! does that mean the minor fixes that we were talking about will not happen for few months!?
For game development / IT services contact - ravindra@actualconcepts.com

List of published iOS apps -
https://itunes.apple.com/us/artist/ravi ... d693234511
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Post » Fri Jun 19, 2015 3:40 pm

Message: miketolsa can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
I just purchased this awesome plugin !!!

Have been trying to learn a lot but without any help it is a real problem .....

As i want to make a replica of voxelpainter of threejs.org to construct 2 using this plugin ??

http://threejs.org/examples/#webgl_inte ... xelpainter

Have any one done that sucessfully !!!

if so I would like to know how to get this done completely ?
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Post » Fri Jun 19, 2015 6:16 pm

kmsravindra wrote:
QuaziGNRLnose wrote:@Ralph
I'm wont working on Q3D for a while (possibly for a few months) since i have other projects to complete for the time being.


Gosh! does that mean the minor fixes that we were talking about will not happen for few months!?


Not a few months, but I really don't have the time this month (june) due to personal matters.
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Post » Fri Jun 19, 2015 6:20 pm

@miketolsa

take a look at the raycaster example for an idea of how the picking can be done. After you have a surface and point you can find the nearest grid position by using this trick (which works in 2D aswell):

X = round(xposition/cellXsize)*cellXsize
Y = round(yposition/cellYsize)*cellYsize
Z = round(zposition/cellZsize)*cellZsize

This finds the X/Y/Z of the "closest" grid cell to a specified X/Y/Z position in a non-grid coordinate
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Post » Tue Jun 23, 2015 3:56 am

Hello! I was thinking about skeletal animation on mobile. The thing is my characters are pretty much consist of non-bending elements. So what if I use skeletal animation and just parrent my objects to bones? Will it give me an advantage in performance? Which kind of animation is more suitable for my scene, that always contains 8 animated characters. I would really like to know if I'm going the right way. Thanks!
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Post » Tue Jun 23, 2015 5:37 am

@radiomars

In general, morph animation is "faster" since it's all loaded into the gpu, however on weaker hardware it's difficult for me to really say. Skeletal animation without blending is of course possible and will look right (where morph animation with non-blending tends to look "shaky" unless you use many frames which are memory inefficient) but i can't really say if the performance will be "better" since it's highly dependent on the number of bones/model complexity and the hardware itself. If you're already taxing the cpu having many skeletal animations will likely perform poorly, whereas if you have few bones it'll probably be a better choice compared to morph targets.

your best bet is to make a relevant benchmark to see how good the performance is for a given number of skeletons vs a comparable set of objects with morph animation. simple skeletons could possibly outperform morph target if the gpu is weak on the target platform.

I'm sorry I can't give a better answer! It's really not possible to give a simple answer since both techniques work to different strengths and weaknesses.
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