Mikal's Recent Forum Activity

  • Here's a simple MoveTo example I did a while back, as dop2000 says, it works well with EasyStar.

    sendgb.com/C4PmwuZUbv7

  • Ashley checking in again on this, is there an option available?

  • Using the new effect compositor with 3DObject in r270, nice work Ashley!

    Subscribe to Construct videos now

    Example of 3DObject plug-in with a stack of two effects. The second effect (outline glow) operates on the entire rendered image (e.g. the bounding box in case of 3DObject) instead of per face. The first effect works on a per face basis.

  • Looks great, I really like the idea of the Digital Backpack, so remote players have a little more agency. In other games, I've been doing this manually with screenshots and Discord to share images, so others can look at them async. The DB is a nice idea!

    Tech question, what did you use for your backend (to coordinate between backpack and the main game, etc.)?

  • Understood, thanks. Yes, I see many browsers are starting to have the trial /experimental option, which is promising!

    caniuse.com/webgpu

  • Thanks Ashley - any estimate on when we could start testing this with C3 and WebGPU (I understand we can start dev now with webGL, since we'd be using the C3 SDK interface and it won't change.)

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I can speak for our project which uses the plug-in. I hope that badlogic can give a general sense for the wider Spine community.

    In our project, every 'slot' of the Spine character can be customized in terms of color by the players. We have a MMO-style game in Alpha and customizing your character is a big part of the experience and potential monetization. We can have 30-50 characters on screen at a time right now when we are busy (we are hoping for more in the future, but we will also start 'sharding' on our server-side when it starts to get too big. We already support multiple rooms/areas.)

    Each character can customize each slot (e.g. leftArm, head, shield, foot, etc.) with two-color tint, which the players do, to differentiate between each other (we also have different images.) There are roughly 25 slots per character. Currently, we don't do mesh deform, so 25 slots = 25 quads. However, we are considering doing mesh deform and that would probably change it to something 50-75+ quads (dividing up certain quads to have more points so mesh deform will look more appropriate to the design.)

    So, we would hope that at least it could be batched per character.

    (As an aside, in the current implementation using webGL, we render to C3 texture all the instances of a particular Spine object together using the spine-ts WebGL renderer, they are each rendering to a different dynamic texture though.)

    In general, customization is a key part of the game and the two-color tint is a big part of that customization.

    Here's a sample screen, it's just one case, we also have mass battles and team battles, CTF, etc. too, but this shows some of the variety of characters and colors.

    In our case, we would only need 'new' features for the webGPU renderer as we already have something working for webGL.

    As you work on the new renderer, I hope you consider these possibilities for flexibility of future development, allowing vertex attributes, different shaders, and also the possibility of access to multiple textures in a shader (for example we are using that with the current spine WebGL renderer to do palette colors, with a grayscale main texture and a separate palette texture, other uses could be for bump, normal, specular maps.)

    Thanks for the discussion Ashley.

  • Ashley - any thoughts on the above?

  • Fix for worker mode now released.

    github.com/gritsenko/c3_spine_plugin/releases/tag/1.50.2

  • NIce work, going to check it out!

  • github.com/Scirra/Construct-3-bugs/issues/5139

    Ah! Here it is. Thanks to the user for the good due diligence to post the issue and thanks to Ashley for fixing it.

  • Thanks for the reference, looks like a ~100 USD phone. Which I would consider the lower end for NA market, but it's all relative, worldwide as you say might be mid-market.

    Yes, changing the animation rate, can save a lot of CPU perf per frame for 3D Object. For performance testing, if you will also have other moving objects like Sprites, check what the performance is like when all objects are animating how you expect. The more C3 draws, the more we need to draw the 3D Object also.

    I have also added an optimization that reduces animation CPU perf when the object is off-screen (the object is also not drawn when off-screen already.)

Mikal's avatar

Mikal

Early Adopter

Member since 22 Apr, 2016

Twitter
Mikal has 112 followers

Trophy Case

  • 9-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
  • 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
  • x10
    Great Comment One of your comments gets 3 upvotes
  • Delicious Comment One of your comments gets 10 upvotes
  • Email Verified

Progress

21/44
How to earn trophies