GDevelop 5.6 Adds Real-Time 3D Editor

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  • > We must be patient, all good things come in time. Ashley and the team are always hard at work for the construct future for us all. ;)

    "All good things come with time” is true in principle, but in a competitive development ecosystem, time itself is a critical factor.

    Quality, stability, and careful design do require patience. However, if important features arrive significantly later than in competing engines, their impact and relevance are reduced, regardless of how well they are implemented.

    In other words, it is not enough for a feature to be good eventually; it also needs to arrive early enough to remain competitive, or at least in parallel with the rest of the market. Otherwise, developers who need those capabilities now will inevitably migrate elsewhere.

    The concern many users raise is not about patience, but about Construct remaining competitive while that time passes.

    Yes and understand all that very well indeed! If memory serves me correctly... I believe Ashley had mentioned such in a previous post earlier in this thread above a few pages ago! So Ashley and the entire Construct development team I believe are very well aware of these facts you stated above. I'm sure all things being discussed here is being taken very seriously in regards to Construct's future moving forward. ;)

  • This is very sad to here below on "Makeit3D" :(

  • I believe in C3. I have since day one (I've been here a long time).

    I'm building materials into construct as shaders.

    The one thing we're missing is access to mesh vertex normals. I.e. C3 can import a 3Dmodel and it has access to its mesh vertex normals (it's why it can render lowpoly models as smooth), but it doesn't expose the vertex normals to the shader.

    I made a feature request, which you can upvote:

    github.com/Scirra/Construct-feature-requests/issues/718

    Ashley I was very very considerate of your time and implementation scope, I've been researching this for weeks before writing it. Before the 3Dmodel implementation! I was working with 3D models made out of the grid mesh, I even wrote a working 3D to C3 mesh tool.

    Anyway.

    Here is why users like you would be interested in this feature. You could have 3D objects that, with only the addition of a matcap texture,

    could look like this:

    Also cubemap reflections are possible. Gouraud shading without an actual light system (you could have a sprite that you move around in XYZ, and tell the shader it's a lightsource. The shader will do its magic). Making a material editor that exports materials in c3addon format is really trivial after that.

    Would be way ahead of GDevelop. That's because C3 is a mature codebase and already supports shaders

  • I believe in C3. I have since day one (I've been here a long time).

    I'm building materials into construct as shaders.

    The one thing we're missing is access to mesh vertex normals. I.e. C3 can import a 3Dmodel and it has access to its mesh vertex normals (it's why it can render lowpoly models as smooth), but it doesn't expose the vertex normals to the shader.

    I made a feature request, which you can upvote:

    https://github.com/Scirra/Construct-feature-requests/issues/718

    Ashley I was very very considerate of your time and implementation scope, I've been researching this for weeks before writing it. Before the 3Dmodel implementation! I was working with 3D models made out of the grid mesh, I even wrote a working 3D to C3 mesh tool.

    Anyway.

    Here is why users like you would be interested in this feature. You could have 3D objects that, with only the addition of a matcap texture,

    could look like this:

    Also cubemap reflections are possible. Gouraud shading without an actual light system (you could have a sprite that you move around in XYZ, and tell the shader it's a lightsource. The shader will do its magic). Making a material editor that exports materials in c3addon format is really trivial after that.

    Would be way ahead of GDevelop. That's because C3 is a mature codebase and already supports shaders

    From my understanding here, R469 of C3 appears to have the ability to load .gltf/.glb model files now! So along with this new addition... I am sure in the natural course of time that Ashley and the development team will gradually add more similar features over time as they ensure that everything works as it should be without any compromise to the core C3 engine and existing features which is very understandable to ensure the overall stability of the core engine product. ;)

  • christina

    Until they add the ability to pass normals with the mesh data you could use derivatives to calculate the normals from the fragment shader. The only caveat is it would be normals per face instead of per vertex so it would be like flat shaded instead of smooth shaded.

    Found an example online that demonstrates that.

    webglsamples.org/WebGL2Samples/samples/texture_derivative.html

    Derivatives are included by default in webgl2 and as an extension in webgl1 (which c3 already loads as far as I remember). I’d assume it’s something in webgpu as well, but I haven’t checked.

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  • Playing with vertex lighting in my experimental addon, will be interesting to see where they go with the 3D model addon, hoping for some gpu acceleration for skinning and lighting, so they can keep the model data on the gpu, even if animated and lit.

    In my case all done on workers, since we don't have access to vertex shaders in SDK V2.

    construct.net/en/forum/construct-3/general-discussion-7/gltf-static-model-renderer-187742

  • christina

    Until they add the ability to pass normals with the mesh data you could use derivatives to calculate the normals from the fragment shader. The only caveat is it would be normals per face instead of per vertex so it would be like flat shaded instead of smooth shaded.

    Found an example online that demonstrates that.

    http://webglsamples.org/WebGL2Samples/samples/texture_derivative.html

    Derivatives are included by default in webgl2 and as an extension in webgl1 (which c3 already loads as far as I remember). I’d assume it’s something in webgpu as well, but I haven’t checked.

    Thank you R0j0! Always up-to speed! <3

    YEs I know, they can be calculated from the depth shader as well.

    But a low-poly object that is ALSO flat-shaded looks too ugly to use.

  • First release for the 3D editor plugin:

    https://mountdev.itch.io/3deditor

  • First release for the 3D editor plugin:

    https://mountdev.itch.io/3deditor

    C. Dev - Will a download link be sent out to all those that contributed to the 3D editor's development?

  • > First release for the 3D editor plugin:

    >

    > https://mountdev.itch.io/3deditor

    C. Dev - Will a download link be sent out to all those that contributed to the 3D editor's development?

    Hit you a message with the download!

  • > > First release for the 3D editor plugin:

    > >

    > > https://mountdev.itch.io/3deditor

    >

    > C. Dev - Will a download link be sent out to all those that contributed to the 3D editor's development?

    Hit you a message with the download!

    C. Dev - From my understanding in r469 Ashley has implemented that ability to now import .gltf/.glb files into contruct 3. Will you also include this feature in your 3D editor as well?

  • > > > First release for the 3D editor plugin:

    > > >

    > > > https://mountdev.itch.io/3deditor

    > >

    > > C. Dev - Will a download link be sent out to all those that contributed to the 3D editor's development?

    >

    > Hit you a message with the download!

    C. Dev - From my understanding in r469 Ashley has implemented that ability to now import .gltf/.glb files into contruct 3. Will you also include this feature in your 3D editor as well?

    A 3D Model feature is currently in development. I'm waiting for Ashley to add one more feature to Constructs Addon SDK before I can release it.

  • > > > > First release for the 3D editor plugin:

    > > > >

    > > > > https://mountdev.itch.io/3deditor

    > > >

    > > > C. Dev - Will a download link be sent out to all those that contributed to the 3D editor's development?

    > >

    > > Hit you a message with the download!

    >

    > C. Dev - From my understanding in r469 Ashley has implemented that ability to now import .gltf/.glb files into contruct 3. Will you also include this feature in your 3D editor as well?

    A 3D Model feature is currently in development. I'm waiting for Ashley to add one more feature to Constructs Addon SDK before I can release it.

    C. Dev Ah, ok! So sounds like it is in the works then. Can't wait to use this as soon as it becomes available. Keep up the great work to both Ashley & C. Dev...

  • To my knowledge 3DModel is mainly developed by DiegoM, just trying to make sure credit goes to the right person! :)

  • To my knowledge 3DModel is mainly developed by DiegoM, just trying to make sure credit goes to the right person! :)

    Is he part of the Construct 3 development team? To my knowledge, I assumed Ashley was the main coder and implemented all development to the core engine of C3.

    Correction... I just checked and seen that DiegoM is also part of the development team. Reading is fundamental indeed! :-p LoL

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