Mikal's Forum Posts

  • do you know if the sprite-> create mesh changed? I noticed some instability in latest beta

    Hmm, not sure. I don't think I ran into that yet.

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  • > from my own experience with 3dobject, rendera and gltf-static, etc.

    Thanks for your great work! Your 3DObject allowed me to release a 3D racing game.

    That's create! Do you have a link to your game artheads?

  • heh, I was definitely looking forward to them releasing a 3d addon. I was playing with the sdk to see how it work. I am glad to see that released an addon and looking forward to giving them feedback from my own experience with 3dobject, rendera and gltf-static, etc.

    I really hope they start adding the rest like 3d physics, 3d editor, 3d lighting with shadows, etc.

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

    Created a simple Gltf model renderer, pretty performant with Ashley’s new SDK for static mesh, very cool. Looking forward to the official 3d model renderer from Ashley!

  • Try the sample project. Also try adding a rotating sprite, it may not be redrawing the 3d model each frame. Thanks for trying!

  • Added support for doing TRS on workers, CPU thread usage on main engine thread is now low.

  • Thanks to the new 3d mesh APIs, static gltf models can be rendered in c3 with pretty good perf.

    I imagine c3 is going to do some nice things with this capability (3d model render, hopefully with gpu TRS and animation and exposing that to scripting/addon devs in SDK V2.)

    As a test here's an addon which renders simple gltf models, does TRS on CPU if requested (high CPU perf needed for this), no animations.

    construct.net/en/make-games/addons/1558/gltf-static-render

  • No, but there is some movement on an official version from Esoteric Software, see the progress so far here (and post in the thread to show your interest)

    esotericsoftware.com/forum/d/26169-official-c3-addon--runtime/37

  • In our game we remove the old skin and create a new one without the helmet

  • I am not sure what your issue is, but you do need to make the C3 renderer use webgl instead of webgpu

  • That is not the latest, search in this topic for 'github' and you'll find the link to later releases.

  • No they do not. If you know JS and CPP, you can add it, the addon is FOSS.

  • Nothing obvious. At how many objects do you drop from 60fps to a lower value?

  • There is an interesting initiative running within the Godot Community about 3rd party SDK integrations.

    I think it would be good for the C3 community to watch how well this model works, and if it looks promising, consider a similar model. The main benefit is gathering the repos together in one space and having a FOSS ethos across them. In this way, the community can be more aware of where other help might be needed if a 3rd party cannot maintain a repo, the community can potentially step in with PRs, etc.

    For example, in my case, Greengrinds or the Steamworks Plus addon for webview2/Linux CEF would be good candidates (including porting to SDK V2).

    The C3 addon browser is a gathering point because they might not all be supported by FOSS GitHub repos, and the repo side is more disparate.

    Here's the discussion regarding this from Godot:

    After extensive discussions with the community and various vendors, the Godot Foundation has decided to maintain its stance on not directly developing SDKs. However, recognizing the need for a more organized approach, the Foundation has established an official centralized GitHub organization for hosting SDK integrations, thereby encouraging community contributions.

    This organization eases the burden on developers who create their own SDK bindings, as they will now be able to accept contributions without bearing the sole responsibility for maintaining the integration. It also provides a clear and official platform for companies that wish to donate their SDK integrations, offering a centralized location for these contributions.

    godotengine.org/article/godot-sdk-integrations

  • I will do some more testing and then if there's still no workaround/fall back for authorization+overlay, I will post to valve.

    Good point about toast popup, then I start thinking about how to detect that, but in that case you do still want real time and the workaround scenarios start to get convoluted.

    Unless I am missing something, until we get a cleaner webview2 workaround or valve adds support for chromium based overlays (including webview2), the way forward for overlay support (if needed) is still nw.js/electron for windows.

    Thanks for your efforts on this.