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

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Post » Thu Mar 05, 2015 3:15 pm

Hello! I have a problem here.
I'm adding a save system to my game, but when I try to save, or load, I get an error:
http://i.imgur.com/cYyS0qL.png

Here's a simple capx, that represents the problem
https://dl.dropboxusercontent.com/u/546 ... e_bug.capx

Any help with that?
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Post » Thu Mar 05, 2015 5:29 pm

@radiomars

The plugin isn't able to simply save it's entire state yet, so you'll have to set up a system to save some other way.
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Post » Thu Mar 05, 2015 9:22 pm

I see. So does excluding with "no save" behavior works? I mean, if I use some proxy 2d objects on a scene, then save state, with q3d objects excluded, and upon loading recreate q3d objects, using 2d proxies?
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Post » Fri Mar 06, 2015 8:01 am

that should work depending on how you implement it.
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Post » Fri Mar 06, 2015 4:44 pm

Got it. Thanks for answering. Will saving state be included in future updates? If so, I would rather focus on other aspects of my game.
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Post » Fri Mar 06, 2015 7:01 pm

I don't see it as much of a priority so only possibly in a long time. Saving the position/color/model without errors is very tricky to implement, so at most it'll save a few basic things like position/rotation but not all features of the object.
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Post » Fri Mar 06, 2015 9:12 pm

This plugin looks very interesting. Would a game like the old megadrive classic 'super skidmarks' be possible? I'm looking to try a 3d off road game with collisions.
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Post » Fri Mar 06, 2015 11:59 pm

@Mayfly

the graphics themselves would be easy, but making the physics work would require you to program some kind of height-map physics interaction, which may be difficult for some but is entirely possible with the tools the plugins give you
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Post » Wed Mar 11, 2015 8:27 pm

@QuaziGNRLnose

i have a few questions...
can i make top-down tower def. or RTS game?
...will eg. pathfinding work, grid or hex type?
...can i make 3D terrain or it must be flat 2D?
etc.

can you perhaps make a template?
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Post » Wed Mar 11, 2015 8:40 pm

@Irina

If you want to make a game with 3D graphics and 2D gameplay, i recommend you use invisible sprites to do the gameplay if you want to use 2D built-in construct behaviours, and then pair 3D graphics to those sprites by use of Q3DModels/Q3DSprites and containers.

If you want 3D terrain, you'll need to devise a way to do it, probably best done using a heightmap so you could find the 3D position of an object from its 2D coordinates if its on the ground. There are lots of tutorials on the web on how to make and use heightmaps in a game using standard data structures like arrays. Q3D handles the rendering and boilerplate for 3D work, but you still have to code gameplay on your own, and the internet is full of resources on how to do this which are independent of engine.
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