Mikal's Recent Forum Activity

  • Experiment for volumetric lighting, apply on a layer.

    construct.net/en/make-games/addons/1664/volumetric-light-effect

  • hello,

    we've ported the proUI to v2 SDK version.

    Still beta and to test it in all project but feel free to review it and post issue in the repo

    https://github.com/RisingPixel/proui

    Amazing! Nice work!

  • Well done!

  • github.com/Scirra/Construct-bugs/issues/9061

    Here's the test project.

  • Will do. I wanted to check first if it was an obvious RTFM question or more detailed examination needed.

    Will provide sample, I'll add to the bug report, though it might be my issue.

  • construct.net/en/make-games/addons/1589/3d-frag-lighting

    3D Fragment lighting effect and utility library example.

    Works on Sprites, Tiled, 3D Shape.

    Debugging with C3 team if it will work on Mesh and 3D Model addons.

  • It is starting to feel like if "supports-3d-direct-rendering": true is set for an effect, for 3D Model and my Mesh addon (uses drawMesh()), my light effect applied to both is dropped and only the original simple frag shader runs.

  • I can get a 3D lighting effect which uses vWorldPos to work on 3D Shape and sprites. The vWorldPos varying in x,y,z.

    However, when I try on my mesh addon or the 3D Model addon, it does not seem like it has an effect. With my mesh addon, which uses drawMesh() it looks like predraw is happening (though I do not have that enabled in the addon). So the light effect happens _after_ predraw and is basically a blit, so it won't work.

    It seems like behavior happens with 3D Model also, is there a predraw?

    The lighting effect has this set:

    "must-predraw": false,

    "supports-3d-direct-rendering": true,

    I can send a bug report if needed, but perhaps I am just doing something wrong, I should have different setting for my effect or a different plugin setting for my object?

    Or does drawMesh() always fire a predraw? _If_ that is true, can we change it to it checks "supports-3d-direct-rendering" and doesn't do a predraw if that is the first effect in the chain?

    This is in editor, same light effect, w/ same parameters of both objects (3D Shape and 3D model)

    It looks the same at runtime.

    Thanks for the help. Lighting feels pretty close for 3D Model in addition to 3D Shape.

  • In this case, it is due to what c3 uniforms are available in webGL2 vs webGPU. (I added a feature request to make them equivalent.)

    I need matP for viewspace conversion.

    github.com/Scirra/Construct-feature-requests/issues/772

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Mesh:

    v1.22.0 — Bounding Box Scale

    Added a BBox Scale property to control the bounding box size independently from the model. Set it in the editor or at

    runtime with the new SetBBoxScale action — useful for tuning physics colliders and frustum culling without changing

    your model's visual scale. Also includes updated C3 SDK type definitions.

    v1.23.0 — Morph Targets (Blend Shapes)

    Full morph target support is here. Blend shapes from your glTF models now animate automatically — facial expressions,

    damage states, character customization, anything driven by shape keys. Works with or without a skeleton, blends

    smoothly during animation crossfades, and can be controlled manually via the new SetMorphWeight action for scripted

    deformation. New ACEs: SetMorphWeight, HasMorphTargets, MorphTargetCount, and MorphWeight.

  • construct.net/en/make-games/addons/1587/ssao

    ssao effect

    Works well to help give more definition to 3D Scenes

    webgl2 version is better, so set project to not use webgpu

  • Update - 3D Model Quaternion support for physics. Thank you Diego

    kindeyegames.itch.io/c3-3d-bundle/devlog/1462914/quaternion-for-3d-model

    Mesh

    Multi-ray shadow occlusion: 5 rays (center + top/bottom/left/right) for smooth penumbra instead of binary on/off shadows

    New action: SetShadowRayCount — choose Simple (1 ray, binary) or Smooth (5 rays, gradual)

    New expression: ShadowRayCount — returns current ray count (1 or 5)

    Uses _RaycastFromSelf with offset params and 0x8000 light occluder filter

    Debug panel shows ray hit count (e.g. "OCCLUDED 3/5 rays (0.52x)")

    Physics

    - Model3D direct quaternion support

    - Model3D rotation: replaced delta-euler approach with 90° Y-axis quaternion correction

    - Removed _prevPhysicsQuat and _eulerToQuaternion (no longer needed)

    - Model3D position: removed depth/2 Z-offset (origin is center)

Mikal's avatar

Mikal

Early Adopter

Member since 22 Apr, 2016

Twitter
Mikal has 122 followers

Trophy Case

  • 10-Year Club
  • Entrepreneur Sold something in the asset store
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • x2
    Popular Game One of your games has over 1,000 players
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x13
    Great Comment One of your comments gets 3 upvotes
  • Delicious Comment One of your comments gets 10 upvotes
  • Email Verified

Progress

22/44
How to earn trophies