Mikal's Forum Posts

  • Yes, sorry only my Mesh model for now. It uses vertex lighting and I am not aware right now of an easy way to do that in the 3D Model official addon.

    I am hoping they add that in and gpu lighting and gpu animation, so this could be only a stop-gap.

  • Moved project to itch:

    kindeyegames.itch.io/c3-3d-bundle

  • ideabob

    I've been using claude to implement c3 proj based tests for my plugins in development, and I have claude update the project directly.

    Something that can remove a step (unzip, rezip) is to save your projects as project directory (so it will be an unzipped version, also helps with using version control like git) Claude (or whatever) then can operate on it directly.

    Right now most of my tests are using scripting interfaces to exercise the addon, so no need for new events, just adding project files to a template with certain objects name and created

  • Ah, sorry missed that! RTFM error on my part. Thanks!

  • In my example, I want to populate a dynamic combo like 3D Model does. So the user can get the list of project files in the editor via dropdown (e.g. a.glb, b.glb) and pick from them.

    I am trying to make my addon less brittle (e.g. instead of typing in a string and getting it wrong.)

    This is all in editor, not runtime. Does that make sense?

  • Thanks for sharing my library.

    The core component I needed for electron Steam overlay integration is a BrowserWindow. It allows to properly get state from electron to properly display electron content at native window and put them in sync. It includes window size properties, capture page and electron window state (maximize, unmaximize, show, hide, restore, resize, move, etc).

    If Construct engine has similar component I can integrate it in my library.

    Right now, the 'official' export method uses webView2, but some of us like to use electron (via pipelab pipelab.app/construct3) Which notes that SteamOverlay work, but I'm pretty sure not on MacOS at least (and I don't know if latest electron windows works either)

    Also, nice work on the library.

  • Is it possible for an addon to get a list of the project files in the editor?

  • github.com/ArtyProf/steamworks-ffi-node/blob/main/docs/STEAM_OVERLAY_INTEGRATION.md

    Interesting read, might help with C3 exports also (webview2, etc.) in terms of concepts.

    Also would work with pipelab and electron versions of c3 games.

    Cost: a little perf and probably a frame of latency.

    Tagged:

  • Added pointlight to the lighting types:

    - Point light

    - Spotlight

    - Directional light

    - Hemisphere light (simulate sky light and ground light)

    5705883078369.gumroad.com/l/bjnnjg

  • construct.net/en/make-games/addons/1570/physics-3d

    - Lock X/Y rotation axes for sprite bodies (were incorrectly enabled)

    - Fix Sprite with Mesh (use auto shape)

    Also includes:

    - SetAngularVelocity, SetBodyType, SetNextKinematicTranslation/Rotation actions

    - BodyType and Mass expressions

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  • More physics updates:

    Mikal Cannon 3D Physics — v2.31.0 & v2.32.0

    Two new releases this week, both focused on simulation control.

    ---

    v2.31.0 — Body Sleep Control

    You can now manually manage whether a physics body is awake or sleeping.

    - WakeUp action — force a sleeping body back into the active simulation

    - Sleep action — force a body to sleep, pausing its physics update

    - IsSleeping expression — returns 1 if the body is sleeping, 0 if awake

    Sleep state is packed directly into the per-body results batch, so IsSleeping is available every frame at no extra

    cost.

    ---

    v2.32.0 — World Pause & Revolute Joint Control

    World pause:

    - PausePhysics / ResumePhysics actions — freeze the entire simulation without stopping C3 ticks. Bodies hold their

    last positions while paused.

    - OnPhysicsPaused trigger — fires when PausePhysics is called

    - IsPhysicsPaused condition — check pause state in events

    Revolute joint motor & limits:

    - SetRevoluteMotor — drive a revolute joint at a target angular velocity (rad/s) with a configurable force

    coefficient. Set maxForce = 0 to disable the motor.

    - SetRevoluteLimits — constrain a revolute joint's rotation range in degrees, with an enable/disable flag

  • 3D Physics, 3D Mesh, 3D Lighting

    Sample:

  • Sample:

  • 3D Physics update:

    construct.net/en/make-games/addons/1570/physics-3d/versions

    A handful of new actions and expressions added this week, mostly aimed at platformer-style setups:

    Velocity reading

    VelocityX/Y/Z and AngularVelocityX/Y/Z expressions now return actual values each tick. Angular velocity is in rad/s.

    Axis locks

    Two new actions: Set enabled rotations and Set enabled translations. Pass true/false per axis to lock or unlock

    movement/rotation — useful for keeping a character upright or constraining a body to a 2D plane.

    Per-body gravity scale

    Set gravity scale lets you override gravity per body. 1.0 = normal, 0.0 = weightless, -1.0 = inverted. Good for

    low-gravity zones or floating objects.

    Angular impulse

    Apply angular impulse applies a one-shot rotational kick (X, Y, Z). Unlike Apply torque which needs to be called every

    tick, this fires once and lets physics take over.

    All four are available in the Body category in the action/expression picker.

  • Thanks!

    construct.net/en/make-games/addons/1570/physics-3d/edit/releases/1836

    Updated 3D Model z height centering