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

Post your completed addons to share with the community

Post » Wed Oct 01, 2014 2:53 am

CSG operations are really complicated (and slow), i don't plan to add them to the plugin as even optimized native programs slow down with them, I don't think they'd be very viable in a browser for any use in games that warrants even trying to add them.
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Post » Sat Oct 11, 2014 9:43 pm

any news with the update?
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Post » Sun Oct 12, 2014 4:04 am

I've finally gotten the bulk of the collision system complete. It took a while as i was trying to tweak it to be as efficient as possible (collisions quickly slow the system down without a proper culling phase due to the quadratic nature of testing every object with every object)

I used a 3D spatial partitioning scheme, similar to the 2D system construct uses, also using AABBs and spheres for the broad phase. Right now the system supports 3 collision primitives: bounding spheres, Axis aligned bounding boxes, and Oriented bound boxes. For now this is all there will be but i plan to add capsules, rays, points, and eventually if possible cylinders, ellipses, and cones, but these extra primitives probably wont be in the next update.

I'm now working on automated texture loading and a system for handling textures on objects using the animation system. I'm planning to make it so you'll be able to simply do everything in the image editor, and control the textures like you do sprite animations/frames.

After this i should have something which can be released, but there'll be future mini updates to extend the functionality. What took so much time for this update was that i had to completely reverse engineer and re-purpose construct code for collisions, which was a much bigger undertaking than i anticipated.

I've tried to make the object based plugin in the update as user friendly and efficient as possible. However, the SDK is pretty limited when it comes to the stuff i can do with the edit-time which is unfortunate. I wish Ashley would add more features to the edittime so that plugin devs could make little windows to set properties, because right now there are about 30 properties that are just stacked one above the other in a large list, other than this tho i'd like to think the plugin is straight forward to use.

It'll still be a while till it's out but this is my progress thus far.
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Post » Sun Oct 12, 2014 9:09 am

@QuaziGNRLnose

What about 3d animation support?
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Post » Sun Oct 12, 2014 7:38 pm

Thanks for the news, I hope it would be more flexible
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Post » Mon Oct 13, 2014 4:02 am

GameThirsty wrote:I got the camera to work! Sort of, though you have to use arrow keys to look around. I would prefer mouse movement look around, but here you all go! First person view look around. I'll see what I can do for mouse look around also.


https://googledrive.com/host/0B8m5DDRra ... 1fUWtfSW8/



Pretty cool... Everything is upside-down in Safari... So I tried Chrome and it works nice...

Did you do all of this within C2 using the plugin or was coding involved?
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Post » Tue Oct 14, 2014 10:52 pm

Thank you for this nice plugin. I have bought it get an url for download but i lost them. What can i do? Do you have an member area for download it again?
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Post » Wed Oct 15, 2014 9:30 am

Any plans for mtl file support?
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Post » Wed Oct 15, 2014 3:52 pm

@Lof

You should be able to import objects with their materials using the three.js json exporters and loading those filetypes.

https://github.com/mrdoob/three.js/tree ... /exporters

My goal is to try and support these files better for the time being, before supporting extra importing options.

@kleinandreas

You're going to have to pm me your paypal name / email address / or some proof i can use of your transaction. Theres no way i can find you otherwise.
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Post » Wed Oct 15, 2014 5:20 pm

@QuaziGNRLnose

I tried that and it did load all the materials but it doesn't show the dif textures, can i load textures from json and add another jpg for materials?
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