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

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Post » Tue Nov 04, 2014 5:02 am

@QuaziGNRLnose Good one, I appreciate your hard work.
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Post » Tue Nov 04, 2014 4:43 pm

Very awesome Quazi, thank you for the hard work!! :)
Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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Post » Wed Nov 05, 2014 3:34 am

QuaziGNRLnose wrote:@ziziplanet Check the main post, there are three examples to get you started. The rest of the plugin functions very similarly to three.js itself, so reading the documentation http://threejs.org/docs/ can be very helpful. Also make sure to read the descriptions for each action, condition and expression as they provide insight into how things work.

@KZR The current version doesn't integrate into the editor, but i have an update I'm putting the final touches on that integrates much more streamlined into the workflow construct users are used to, and will be much more efficient to use since it implements optimized recycling routines and has a built in spatial hash accelerated 3D collision testing system.

To those of you waiting on the update: I've gotten basic collisions finalized and object recycling finalized. I've gotten 400 models of suzanne the monkey (pictured below) to display at 60 fps on my 1.8 ghz laptop with integrated graphics, so performance is quite good, and objects create and destroy without garbage collection hiccups. I've also implemented a system for controlling textures using constructs animation system, which even allows for animated textures! Next on my todo list is general optimizations and extra features to accelerate objects which are static, or share properties with other objects. I also need to add support for more file types. Once this is done a 3D sprite object should come soon after, and then possibly 3D model animations using skeletal rigging, of course before i get into doing more i'll release the Q3DObject update i've been promising for so long. Thank you for the patience everyone, i hope i can get it out soon!

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(this is suzanne to give you an idea of the benchmark I did)



Awesome news Quazi!

Is first person camera view also going to be part of this update? Or is it already possible to do?
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Post » Wed Nov 05, 2014 6:28 am

@GameThirsty

first person view has always been possible. You have to control the camera position/rotation, there's not much more to it than that, its not the type of thing that would be part of an update. place the camera where your characters head would be and make it look towards the point you want to look towards.
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Post » Wed Nov 05, 2014 2:31 pm

Great plugin. Keep up the amazing work! :) I think I'll buy it after the update.
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Post » Wed Nov 05, 2014 8:43 pm

glerikud wrote:Great plugin. Keep up the amazing work! :) I think I'll buy it after the update.


+1
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Post » Wed Nov 05, 2014 9:50 pm

I really like where it goes... Keep up the good work, @QuaziGNRLnose !
Image | @AurelRegard on twitter
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Post » Thu Nov 06, 2014 1:35 am

QuaziGNRLnose wrote:@GameThirsty

first person view has always been possible. You have to control the camera position/rotation, there's not much more to it than that, its not the type of thing that would be part of an update. place the camera where your characters head would be and make it look towards the point you want to look towards.


I got it working somewhat, I am using Camera Look At condition, and I set the Camera Look at position to Mouse.X for the X and Mouse.Y to the Y position, what do I do with the Z? It does look up and down so far.

Thanks for the heads up by the way! :D
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Post » Thu Nov 06, 2014 5:31 am

@GameThirsty

You should be rotating the camera based on how much the mouse has moved. You'll run into a problem with the mouse hitting the edge of the screen however, so you'll need the MouseLock Plugin by @TiAm : MouseLock Plugin

then fill out the expressions like so and thats it !

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you can replace the /2 with *0.5 or any sensitivity scaling value to control the sensitivity of your fps controls. oh and thats meant to work for a game where the floor is the x-z plane and the positive y axis is down. The way you set things up initially is important. Also its a good idea to clamp the value or the camera can over rotate and things get flipped. That should get you started though.
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Post » Thu Nov 06, 2014 8:49 pm

QuaziGNRLnose wrote:@GameThirsty

You should be rotating the camera based on how much the mouse has moved. You'll run into a problem with the mouse hitting the edge of the screen however, so you'll need the MouseLock Plugin by @TiAm : MouseLock Plugin

then fill out the expressions like so and thats it !

Image

you can replace the /2 with *0.5 or any sensitivity scaling value to control the sensitivity of your fps controls. oh and thats meant to work for a game where the floor is the x-z plane and the positive y axis is down. The way you set things up initially is important. Also its a good idea to clamp the value or the camera can over rotate and things get flipped. That should get you started though.


@QuaziGNRLnose

Wow! Nice! Thank you!

Thanks for the help :D , I will see what I can make out of this and maybe make a simple DOOM clone to get the rest of the users started with FPS controls utilizing your plugin.

I have the FPS camera totally working now. How would I go about moving with the WASD keys to move to that point in space? Using the Camera Position function?
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