Ashley's Recent Forum Activity

  • This is kind of what event bookmarks are for.

  • In case I didn't make it clear, this is very much a beta feature and we are still hammering out the details with Intel, so a few roadbumps are to be expected. You can always go back to the old way of exporting if you have trouble. We'll be making more improvements in the next releases.

  • TBH, WebGL does about 98% of what a 2D game engine needs, and WebGL 2 (which should be supported by a few browsers by the end of this year) makes it 100%. Also for games that are already GPU-bottlenecked (e.g. fillrate limits) changing the API will have no performance impact. So while I think Vulkan is a very positive thing for the industry in general, I'm not sure it will have much impact on Construct 2. I'm not sure there will even be a WebVulkan, but if there is I don't think there are many clear benefits to be gained relative to something like WebGL 2, and the downside would be having to rewrite of a lot of complex rendering code.

    I think the most interesting possibility for Vulkan is that a browser starts using it as a backend for its WebGL implementation, which will more or less remove the graphics driver from the equation. This could provide much better reliability, and end problems like graphics driver blacklisting. For example Chrome uses ANGLE on Windows which is a wrapper library to convert OpenGL calls to DirectX - so the same mechanism could convert OpenGL calls to Vulkan and basically skip over a load of problems in drivers.

  • You need to import WAV files for Construct 2 to encode both m4a and ogg files, or import the m4a files yourself as well. If the m4a files aren't there in your project, then sound won't work in IE, Edge or iOS.

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  • NW.js updates now just follow Chrome updates. 0.13 was a new architecture but I think the 0.14 release is just more of the same and nowhere near the jump 0.12 to 0.13 was.

  • Please, we need a few weeks to even review bugs reports, and then actually implementing it can take a few weeks more, but can be delayed further as we have to schedule all the work we do with the great many other feature requests/bug fixes many other users are requesting of us, as well as Construct 3 development. Please be patient.

  • matrixreal - please file a bug report following all the guidelines if you have trouble. However please note:

    • the Telerik WKWebView plugin is not supported
    • we don't officially support using the Cordova CLI directly, you are on your own if you do that. The officially supported options are PhoneGap Build and the Intel XDK.

    If you are doing custom builds, note that C2 exports references to additional plugins to work around WKWebView limitations. You will probably have more luck if you try to match as closely as possible the configuration specified by config.xml in C2's cordova export.

  • Just a heads up that there's a new Intel XDK version released today which supports the "new Intel XDK project format" option in the latest C2 beta: https://software.intel.com/en-us/xdk/docs/release-notes-information-intel-xdk

    Basically if you export your project for Cordova and tick the box to use the new Intel XDK project format, you'll get a folder with a .xdk file and most of the contents in the www subfolder. In the Intel XDK, you can click "Open an Intel XDK project" in the lower-left corner and open the .xdk file that was exported. This should then have your project mostly pre-configured, including referencing the appropriate Cordova plugins and also supporting WKWebView on iOS. So hopefully this will reduce the friction of getting things set up in the XDK.

    I'm interested to hear how this works out, so please give it a go! It's also a good opportunity to give WKWebView a shot if you use the Intel XDK to build iOS apps (previously it was only supported on PhoneGap Build).

  • No, I don't think so, the browser settings only affect the browser.

  • We've had extreme problems with huge amounts of spam in the past, and any loopholes can and will be exploited hard. It's easy for users to work around anyway, just drop the http and www parts from the link.

  • As ever, there is little I can offer without seeing a .capx example. Export should actually be more efficient than preview, because of all the export-time optimisations that are applied.

  • This is the kind of thing you could probably write a PhD on. I've tried this a couple of times in other projects, and it feels like a semi-impossible problem.

    The real difficulty is not so much in the collision avoidance - it's relatively straightforward to come up with some mechanisms to either make objects steer around each other, or plot paths that are less likely to overlap other object's paths. The real problems start when inevitably something unpredictable happens and everything queues up in to a traffic jam. Then you need algorithms that can unpick the traffic jam without getting other objects stuck or making things worse - while all the time other stuff is happening around it. This is super difficult to do without making objects either get permanently stuck somewhere, or end up with ridiculous results like a line of 10 objects waiting for 1 object to get out the way, but that object is waiting for another object to get out the way, which is waiting for one of the 10 objects to get out of the way, so nothing ever moves even though any one of them could break it by doing something "wrong" like steering away from their destination.

    Then when you throw in various types of movements like: can objects pivot while stopped or must they accelerate? Can they reverse? How fast is their acceleration? Are the objects using box or circle collision masks? All of this has a huge impact on the way these algorithms work out.

    So I'm pretty doubtful this is something where we can feasibly build a reasonably general-purpose solution.

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Ashley

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