Plugins that might need to "catch up" to the new 3D features

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  • I noticed that there are plugins/parts/behaviors that might need to catch up to the new 3D features. I'm unsure where to post this though since it's not a bug, and imo not exactly a simple feature request either, so I'm posting it here. Feel free to add to the list if I'm missing something.

    Obviously this is a huge chunk of work, I don't expect this to be complete any time soon.

    I have ordered these in terms of what I believe to be the least amount of work.

    Sine

    Still says it uses Z-elevation which was deprecated (I'm assuming it's just using Z in the background but it's named wrong)

    Tween

    Cannot tween 3D rotation property

    Drag & Drop

    Does not fully work with 3D camera/always takes the top instance in terms of Z which could be simply incorrect. Maybe this could be solved by adding a "Start dragging [instance]" action?

    Bullet

    Does not support 3D bullet movement

    MoveTo

    Does not support Z movement

    Turret

    No 3D turrets supported.

    Orbit

    3D orbits

    Layouts

    Wouldn't it make sense to also be able to specify a layout depth? If yes, the "bound to", "wrap" and "destroy outside" behaviors would also need to be updated.

    Tile Movement

    3D tile movement

    Custom movement

    (Imo not too important, I doubt this behavior sees much usage in general)

    LOS

    3D Line of Sight and 3D raycasting

    Pathfinding

    3D pathfinding

    Physics

    Box3D? Either way this would probably have to happen before the rest below

    Car

    3D car sounds fun, but not supported

    Platform

    Finally, Super Mario 64

  • Regarding the final "Super Mario 64" point, you can already get closer than it might seem with event sheets, although it takes quite a lot of custom work.

    I’m building a template covering movement, jumping, ramps, elevation, collisions and camera handling. It’s still a WIP, but this is the current result:

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  • BigKabeza Awesome prototype you have there!

  • That's a neat prototype. I have no doubt one can get pretty close if not 100% there already, nothing stops you from custom-programming everything of course. But regardless, pretty much all engines would provide you with a basic 3D character controller to plop in and toy around with, and a solid physics engine to power it without needing tons of custom code.

    This was always one of Constructs strong suits (and what hooked me as a wee lad all those years ago), in how easy it is to set up something basic with a few behaviors and 5 events. Because of that I hope the behaviors get updated along with the new 3D features, otherwise I'd be kinda sad.

    Also, found another one to add to the list. LOS behavior, for 3D raycasts and such.

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  • WackyToaster You’re absolutely right. Getting this to work required a lot of custom logic, especially Z comparisons between different collision volumes.

    So I completely agree with the point of your post. Hopefully we’ll see more 3D support added to the existing behaviors soon. 🙂✌️

  • If it helps, this is actually in our TODO list for 3D, so slowly we should get to most things.

    Having said that, a general purpose 3D platform behavior sounds like a complete nightmare.

  • If it helps, this is actually in our TODO list for 3D, so slowly we should get to most things.

    Awesome :)

    Having said that, a general purpose 3D platform behavior sounds like a complete nightmare.

    Well yeah I suppose that's true. I know what the 2D one probably cost Ashley a couple of grey hairs. I'd settle for a physics implementation then.

  • I'd settle for a physics implementation then.

    You know justifun made a cool box3d behaviour?

    construct.net/en/forum/construct-3/your-construct-creations-9/box3d-physics-engine-ported-188647

  • You know justifun made a cool box3d behaviour?

    I did not. Cool stuff!

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