Ashley's Forum Posts

  • There's fetchLocalFileViaCordovaAsText(filename, onSuccess, onError) and fetchLocalFileViaCordovaAsArrayBuffer(filename, onSuccess, onError) which IIRC are pretty much equivalents (although the latter returning an ArrayBuffer instead of Blob). Those also only work in Cordova mode so you have to route the requests to those methods yourself in Cordova mode. In the C3 runtime AssetManager simplifies it since you can just always use it in all modes.

  • lucid - in Cordova apps generally any XMLHttpRequest/fetch to local files fails due to (unnecessarily applied) security restrictions. You have to route requests through the runtime, where it handles all the necessary workarounds. In the C3 runtime you can just do everything with AssetManager and it handles this for you transparently.

  • The question can't really be answered because the term "draw call" is very vague. Drawing involves calls through multiple layers of the rendering stack, which could mean any of:

    • Number of calls to the SDK Draw() method
    • Number of calls to the internal WebGLRenderer
    • Number of batch jobs executed in the WebGLRenderer
    • Number of actual WebGL calls made

    The numbers will be completely different for all four cases. Additionally, at some levels a draw call is extremely cheap (e.g. a redundant call to WebGLRenderer), and others are comparatively expensive (e.g. an actual WebGL call), so "100 draw calls" can involve either almost no work at all, or a relatively large amount of work. So it's not really a useful thing to talk about.

    That's why Construct only measures the time spent on all draw calls. It measures all of the above - the entire CPU time spent issuing draw calls.

  • Answer your own performance questions with measurements

    If you're concerned about tilemap performance, by far the biggest factor is the fact the C3 runtime has an incredibly faster tilemap rendering approach. It's something like 40x faster.

  • IIRC Construct doesn't show you the number of draw calls anywhere - just the time taken for all draw calls. So what exactly does the answer affect?

  • Serendipitously, you'll be able to use the full version of Construct 3 during the Global Game Jam 2019 from January 24th-28th.

  • It looks like this is actually a bug in the C3 runtime when using spaces in web font names. I've fixed it for the next release. In the mean time rename the web font to not have any spaces and it should work again.

  • It's failing to load the web font "where my keys.otf". I'm not sure why, maybe the file is corrupt or not understood by the browser? Usually web fonts are in WOFF format.

  • By default, both the Android System Webview and Chrome apps auto-update. So this should only happen if the user interfered and disabled updates and then left it for a couple of years. I don't see why it would happen on a normal user's device. The solution is to make sure the updates are enabled and that the apps are up-to-date.

  • It's not just that - there was also a lot of abuse happening by PM, and it's difficult to moderate (especially since I don't really want to get in to reading people's private messages)

  • The error message tells you what to try:

    On Android, make sure the Android System Webview and Chrome apps have updates enabled and up-to-date

    Is there a reason you haven't tried this already? Is the message not clear enough?

  • The C3 SDK is fully documented here: https://www.construct.net/en/make-games/manuals/addon-sdk

  • Website issues can be filed on our GitHub issue tracker. I filed it here.

  • * No intersection needed, it's better to limit the plugin to one 3D file + texture per "3D sprite" object. Usage would be mainly as the gifs i've posted in this thread.. Very very simple objects. They act and behave like a sprite but can be rotated in all diretions that's it.

    I think intersection is the wrong term - true 3D always needs a depth buffer because it needs order-independent overlap. For example two 3D cubes next to each other cannot simply be rendered one after the other like everything currently is - you need a depth buffer to resolve the overlap in perspective.

    * Transparency not really needed.

    Your own rotating coin and playing card examples use transparency! Besides, in my long experience, anything along the lines of "that's not really needed" turns out to actually be needed (perhaps by other users than yourself), who go and file bugs saying that it doesn't work right and asking us to fix it.

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  • No, you don't need to be logged in to save.

    The best place to look for more details about a problem is the browser console - press F12 to open it.