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

  • I guess if anyone wants it, here's the capx and web preview of my 3d platformer workbench (No comments, code is a mess, unnecessary pieces, etc.). Heads up, collision is rather rudimentary/buggy. Supports both gamepad and mouse/keyboard. Key uses wasd and space, and mouse for camera. Gamepad uses Leftstick-move, rightstick-camera, A-jump

    Preview

    https://dl.dropboxusercontent.com/u/103 ... index.html

    Capx

    https://dl.dropboxusercontent.com/u/103 ... ttest.capx

    Dependencies: Q3D, MouseLock (See above post)

  • QuaziGNRLnose

    When I tried to update the three.min.js to latest version(R67) I got this error

    "Javascript error!

    "TypeError: "rotation" is read-only"

    "http://192.168.1.198:50001/Quazi3D_plugin.js, line 343 (col undefined)"

    I hope you can fix this bug. Since there are a lot of improvements in the R67 release notes.

    https://github.com/mrdoob/three.js/releases

  • 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/

    Please upload your capx

    allso encourage all to do so for time saving learning and help to benefit all members <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Been having a play with the plugin and while it is early days, I certainly can see some potential for it. The main issues are mainly to do with events and interactions...namely iterating through instances and collision detection. Also, some sort of layout editor (or use of the three.js online editor) will be a must for anything more complex than a procedurally spawned game .

    What is planned as far as collisions? Will it be auto cubic bounding boxes that rotate with a model or just a spherical, non rotating box? Of course options are always a good thing. The ability to use another mesh as bounding box would be great, though I am not familiar with the capabilities of the Three.js engine.

    Currently I am noodling with a prototype of a basic 2.5d shooter to learn the plugin. I have basic player movement and camera down fine. I can fire one bullet, but the issue becomes how to control instances. Of course this is all handled under the hood with normal C2. How would I check for its position to destroy offscreen? I can create multiple bullets but they all have the same name and only one responds to actions. I have tried using object>create>create by cloning but can't work it out...

    cheers...

  • Been having a play with the plugin and while it is early days, I certainly can see some potential for it. The main issues are mainly to do with events and interactions...namely iterating through instances and collision detection. Also, some sort of layout editor (or use of the three.js online editor) will be a must for anything more complex than a procedurally spawned game .

    What is planned as far as collisions? Will it be auto cubic bounding boxes that rotate with a model or just a spherical, non rotating box? Of course options are always a good thing. The ability to use another mesh as bounding box would be great, though I am not familiar with the capabilities of the Three.js engine.

    Currently I am noodling with a prototype of a basic 2.5d shooter to learn the plugin. I have basic player movement and camera down fine. I can fire one bullet, but the issue becomes how to control instances. Of course this is all handled under the hood with normal C2. How would I check for its position to destroy offscreen? I can create multiple bullets but they all have the same name and only one responds to actions. I have tried using object>create>create by cloning but can't work it out...

    cheers...

    Please upload your capx for better helping on ur ecsact isue

    "allso encourage all to do so for time saving learning and help to benefit all"

  • Been having a play with the plugin and while it is early days, I certainly can see some potential for it. The main issues are mainly to do with events and interactions...namely iterating through instances and collision detection. Also, some sort of layout editor (or use of the three.js online editor) will be a must for anything more complex than a procedurally spawned game .

    What is planned as far as collisions? Will it be auto cubic bounding boxes that rotate with a model or just a spherical, non rotating box? Of course options are always a good thing. The ability to use another mesh as bounding box would be great, though I am not familiar with the capabilities of the Three.js engine.

    Currently I am noodling with a prototype of a basic 2.5d shooter to learn the plugin. I have basic player movement and camera down fine. I can fire one bullet, but the issue becomes how to control instances. Of course this is all handled under the hood with normal C2. How would I check for its position to destroy offscreen? I can create multiple bullets but they all have the same name and only one responds to actions. I have tried using object>create>create by cloning but can't work it out...

    cheers...

    the sub plugin will make these things easier, but right now it's easy to get things to work like regular construct by linking them to a sprite dummy, and associating the id of the 3D object to the sprite by saving q3d.idlast in a variable when you create the object. from there you can do whatever you want to make them "link". i don't know if this is clear but ill make an example if you want some help.

    There'll be options for the colliders in the sub plugin, thats what im trying to get working right now. Tiny tank isn't procedurally spawned so it's not really right to say its the only type of game you can make atm. You just need to use sprites to mock things up and spawn associated graphics.

    offscreen checks are difficult if you're using perspective projection, just give them a timer.

  • QuaziGNRLnose

    When I tried to update the three.min.js to latest version(R67) I got this error

    "Javascript error!

    "TypeError: "rotation" is read-only"

    "http://192.168.1.198:50001/Quazi3D_plugin.js, line 343 (col undefined)"

    I hope you can fix this bug. Since there are a lot of improvements in the R67 release notes.

    https://github.com/mrdoob/three.js/releases

    This isn't a bug, you can't swap out the three.js build and expect it to work when it wasn't designed to. None of the changes in R67 really affect the plugin so i don't see the reason you're trying this.

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  • > Been having a play with the plugin and while it is early days, I certainly can see some potential for it. The main issues are mainly to do with events and interactions...namely iterating through instances and collision detection. Also, some sort of layout editor (or use of the three.js online editor) will be a must for anything more complex than a procedurally spawned game .

    >

    > What is planned as far as collisions? Will it be auto cubic bounding boxes that rotate with a model or just a spherical, non rotating box? Of course options are always a good thing. The ability to use another mesh as bounding box would be great, though I am not familiar with the capabilities of the Three.js engine.

    >

    > Currently I am noodling with a prototype of a basic 2.5d shooter to learn the plugin. I have basic player movement and camera down fine. I can fire one bullet, but the issue becomes how to control instances. Of course this is all handled under the hood with normal C2. How would I check for its position to destroy offscreen? I can create multiple bullets but they all have the same name and only one responds to actions. I have tried using object>create>create by cloning but can't work it out...

    >

    > cheers...

    >

    the sub plugin will make these things easier, but right now it's easy to get things to work like regular construct by linking them to a sprite dummy, and associating the id of the 3D object to the sprite by saving q3d.idlast in a variable when you create the object. from there you can do whatever you want to make them "link". i don't know if this is clear but ill make an example if you want some help.

    There'll be options for the colliders in the sub plugin, thats what im trying to get working right now. Tiny tank isn't procedurally spawned so it's not really right to say its the only type of game you can make atm. You just need to use sprites to mock things up and spawn associated graphics.

    offscreen checks are difficult if you're using perspective projection, just give them a timer.

    Thanks for the reply...sounds good. Would love to have a basic example of the sprite dummy technique you have mentioned! Is this similar to what Russpuppy has done with his platform example? An example that shows how to use instanced objects , like ammo being fired would be very useful. For offscreen checks I was just trying to destroy them once they reached past a certain y axis position.

    cheers...

  • It sounds like something really impressive.

    Would someone take some minutes to make a quick video/tutorial in order to see how it works from construct-2 side (before buying it, I would like to see if the plugin is intuitive...) ?

    Maybe QuaziGNRLnose ?

    QuaziGNRLnose Do you have some minutes to do this ?

  • Let him finish the Q3D SubPlugin first... then it would be probabliy more to see.

  • septeven, once the sub plugin is out ill make a video tutorial.

  • "the sub plugin will make these things easier, but right now it's easy to get things to work like regular construct by linking them to a sprite dummy, and associating the id of the 3D object to the sprite by saving q3d.idlast in a variable when you create the object. from there you can do whatever you want to make them "link". i don't know if this is clear but ill make an example if you want some help."

    QuaziGNRLnose

    I don't quite get what you mean either. Whenever you have the time to show us that would be cool to see.

  • Creating an object of type " Sphere" causes an error upon play

    Javascript Error!

    Uncaught TypeError: Cannot Read Property 'clone' of undefined

    Quazi3D_plugin.js line 2415 (col 41)

  • This looks fantastic!

    I just read the 18 pages of this thread, that's very impressive.

    I will definitely use it for my next game if you're pushing updates on a regular basis.

    Keep up the amazing work, QuaziGNRLnose!

    EDIT: just bought it, because this kind of great effort sure has to be supported.

  • BTW, to anybody trying to use my Mouse Lock plugin: I just realized a couple days ago that I hadn't uploaded the correct version, so if you are using v0.3 and wondering my it's not working correctly -- specifically, a bunch of the properties are mismapped -- don't sweat: it's me, not you.

    I'll upload the correct one later tonight when I'm back to my normal computer.

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