Ashley's Recent Forum Activity

  • As I said, the engine is designed to not do any extra work when you add objects to families, because obviously this would be a scalability issue. I stepped through the debugger with the given project and verified that it isn't doing any extra work, but the time taken do to the same work appears to increase anyway. Either I missed something, or there's a weird effect with the JIT compiler adjusting the optimisations as families are present, which wouldn't be surprising since there's a lot of accidental polymorphism in the C2 runtime. It might have to be something that we revise in the C3 runtime.

    Still, getting to 100,000 objects isn't too bad!

  • blackhornet - ah, good point about basic ACEs, they were actually implemented but not documented. I've updated the documentation to include them.

    The hotspot features are there, they were just renamed to "origin" in C3. See the origin functions here.

  • As for Construct 3 r68, the plugin SDK supports drawing plugins.

    The plugin SDK download has been updated, and now includes two example plugins: a single-global plugin (the same one that it had before), and a drawing plugin (the new one). The drawing plugin simply displays a single image and provides the options to edit the image, size it to original size (like Sprite), and also a C2 runtime implementation that draws it from a spritesheet.

    Note that in C2, not all images were spritesheeted. In C3, all images are spritesheeted, so plugin drawing methods must take this in to account. The example C2 runtime implementation has code that demonstrates this for both the canvas2d and WebGL renderers.

    All available editor APIs are now documented in the editor API reference section of the Addon SDK documentation. To fully support drawing plugins, many new interfaces have been added, and they are comprehensively documented there.

    This is an initial release and the capabilities are fairly basic. If you are developing a plugin that needs some extra APIs, please let me know in this thread and I'll see what we can do about it. I'd expect it to take a few more releases of C3 to fully mature the APIs and cover everything that third-party developers need.

  • I can't reproduce any problem here following those steps. I tried doing "close all but this" on Layout 7 and again with Layout 12 and it worked fine. Based on the error message though I've added in an extra check for the next build, which might fix it.

  • This type of error is almost always caused by buggy third-party addons. Please check your addons and report whichever one causes this error to the developer.

  • The engine does not do more work when you add a family to an instance, so I don't know why this would happen. FWIW the measurements C3 provides are very approximate and based on timers, which can make them unreliable. For me the C3 debugger measured 20% CPU time, but making more accurate measurements revealed it to be more like 7%, so it's at least not as bad as it shows.

  • The reason we have bug report guidelines is because we need all that information to actually be able to help. In threads like these, all I can say is, I don't know either. The best thing to do is to figure out one specific action that you can repeat over and over and reproduce the issue as quickly as possible, and then file a bug based on that.

    In the past we've had vague threads like these popping up occasionally over years, and as soon as someone made a .capx that reproduced the issue directly, it was fixed in the next build. That's how big a difference it makes.

  • It's an interesting idea, but the API surface is huge, so would take a great deal of development time. Then I'm doubtful how much third-party use there will be anyway - will someone really work for months to add major new features? Also many of those things in your list would basically have to be built-in features anyway, for architectural reasons, so an editor API probably wouldn't be suitable for building them. (Some of them are in our long-term plans anyway.)

    We're currently working on drawing plugins, which just for that involves a large API surface, then we'll probably look in to custom importers so tools like Spriter/Spine can handle importing themselves. Beyond that I think we will focus on adding specific features that are definitely needed by a third-party addon, so we'll add things as needed from there.

  • Traditional desktop apps (i.e. not distributed via a store) generally all invent their own auto-update mechanism. So you have to come up with something yourself. One of the nice things about stores or web publishing is they solve this for you.

  • Yes, and UWP apps run using the Microsoft Edge browser engine, so UWP apps support the same features as Edge. Since Edge doesn't currently support it, multiplayer is simply not supported. You could use something like websockets instead which Edge does support, but they aren't so good for real-time games, and you'll have to write a server since it can't work peer-to-peer. Alternatively you could wait for Microsoft to add DataChannel support, but there's no sign of when that will happen.

  • FWIW, the limit is in your CPU circuitry, not Construct.

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  • Browsers don't currently provide an API to do this, so it's not possible.

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Ashley

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