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

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Post » Mon Jun 09, 2014 5:20 am

zendorf wrote:Been having a play with the plugin and while it is early days, I certainly can see some potential for it. The main issues are mainly to do with events and interactions...namely iterating through instances and collision detection. Also, some sort of layout editor (or use of the three.js online editor) will be a must for anything more complex than a procedurally spawned game .

What is planned as far as collisions? Will it be auto cubic bounding boxes that rotate with a model or just a spherical, non rotating box? Of course options are always a good thing. The ability to use another mesh as bounding box would be great, though I am not familiar with the capabilities of the Three.js engine.

Currently I am noodling with a prototype of a basic 2.5d shooter to learn the plugin. I have basic player movement and camera down fine. I can fire one bullet, but the issue becomes how to control instances. Of course this is all handled under the hood with normal C2. How would I check for its position to destroy offscreen? I can create multiple bullets but they all have the same name and only one responds to actions. I have tried using object>create>create by cloning but can't work it out...

cheers...


the sub plugin will make these things easier, but right now it's easy to get things to work like regular construct by linking them to a sprite dummy, and associating the id of the 3D object to the sprite by saving q3d.idlast in a variable when you create the object. from there you can do whatever you want to make them "link". i don't know if this is clear but ill make an example if you want some help.

There'll be options for the colliders in the sub plugin, thats what im trying to get working right now. Tiny tank isn't procedurally spawned so it's not really right to say its the only type of game you can make atm. You just need to use sprites to mock things up and spawn associated graphics.

offscreen checks are difficult if you're using perspective projection, just give them a timer.
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Post » Mon Jun 09, 2014 5:22 am

tumira wrote:@QuaziGNRLnose

When I tried to update the three.min.js to latest version(R67) I got this error

"Javascript error!
"TypeError: "rotation" is read-only"
"http://192.168.1.198:50001/Quazi3D_plugin.js, line 343 (col undefined)"

I hope you can fix this bug. Since there are a lot of improvements in the R67 release notes.

https://github.com/mrdoob/three.js/releases


This isn't a bug, you can't swap out the three.js build and expect it to work when it wasn't designed to. None of the changes in R67 really affect the plugin so i don't see the reason you're trying this.
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Post » Mon Jun 09, 2014 5:53 am

QuaziGNRLnose wrote:
zendorf wrote:Been having a play with the plugin and while it is early days, I certainly can see some potential for it. The main issues are mainly to do with events and interactions...namely iterating through instances and collision detection. Also, some sort of layout editor (or use of the three.js online editor) will be a must for anything more complex than a procedurally spawned game .

What is planned as far as collisions? Will it be auto cubic bounding boxes that rotate with a model or just a spherical, non rotating box? Of course options are always a good thing. The ability to use another mesh as bounding box would be great, though I am not familiar with the capabilities of the Three.js engine.

Currently I am noodling with a prototype of a basic 2.5d shooter to learn the plugin. I have basic player movement and camera down fine. I can fire one bullet, but the issue becomes how to control instances. Of course this is all handled under the hood with normal C2. How would I check for its position to destroy offscreen? I can create multiple bullets but they all have the same name and only one responds to actions. I have tried using object>create>create by cloning but can't work it out...

cheers...


the sub plugin will make these things easier, but right now it's easy to get things to work like regular construct by linking them to a sprite dummy, and associating the id of the 3D object to the sprite by saving q3d.idlast in a variable when you create the object. from there you can do whatever you want to make them "link". i don't know if this is clear but ill make an example if you want some help.

There'll be options for the colliders in the sub plugin, thats what im trying to get working right now. Tiny tank isn't procedurally spawned so it's not really right to say its the only type of game you can make atm. You just need to use sprites to mock things up and spawn associated graphics.

offscreen checks are difficult if you're using perspective projection, just give them a timer.


Thanks for the reply...sounds good. Would love to have a basic example of the sprite dummy technique you have mentioned! Is this similar to what Russpuppy has done with his platform example? An example that shows how to use instanced objects , like ammo being fired would be very useful. For offscreen checks I was just trying to destroy them once they reached past a certain y axis position.

cheers...
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Post » Mon Jun 09, 2014 8:56 am

septeven wrote:It sounds like something really impressive.
Would someone take some minutes to make a quick video/tutorial in order to see how it works from construct-2 side (before buying it, I would like to see if the plugin is intuitive...) ?
Maybe QuaziGNRLnose ?

@QuaziGNRLnose Do you have some minutes to do this ?
Passionate developer

If my work helped you to make your project, please consider making a donation :)
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Post » Mon Jun 09, 2014 12:41 pm

Let him finish the Q3D SubPlugin first... then it would be probabliy more to see.
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Post » Mon Jun 09, 2014 2:16 pm

@septeven, once the sub plugin is out ill make a video tutorial.
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Post » Mon Jun 09, 2014 5:17 pm

"the sub plugin will make these things easier, but right now it's easy to get things to work like regular construct by linking them to a sprite dummy, and associating the id of the 3D object to the sprite by saving q3d.idlast in a variable when you create the object. from there you can do whatever you want to make them "link". i don't know if this is clear but ill make an example if you want some help."


@QuaziGNRLnose

I don't quite get what you mean either. Whenever you have the time to show us that would be cool to see.
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Post » Mon Jun 09, 2014 6:17 pm

Creating an object of type " Sphere" causes an error upon play

Javascript Error!
Uncaught TypeError: Cannot Read Property 'clone' of undefined
Quazi3D_plugin.js line 2415 (col 41)
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Post » Mon Jun 09, 2014 11:48 pm

This looks fantastic!
I just read the 18 pages of this thread, that's very impressive.
I will definitely use it for my next game if you're pushing updates on a regular basis.

Keep up the amazing work, @QuaziGNRLnose!

EDIT: just bought it, because this kind of great effort sure has to be supported.
Image | @AurelRegard on twitter
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Post » Tue Jun 10, 2014 1:48 am

BTW, to anybody trying to use my Mouse Lock plugin: I just realized a couple days ago that I hadn't uploaded the correct version, so if you are using v0.3 and wondering my it's not working correctly -- specifically, a bunch of the properties are mismapped -- don't sweat: it's me, not you.

I'll upload the correct one later tonight when I'm back to my normal computer.
Don't lose your work. Backup your game with Dropbox.
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