Ashley's Forum Posts

  • I think some people are confused about physics vs. 3D renderers - they're two separate things. You can mix and match any renderer and physics engine, the physics handles the logical world (which is just number crunching), and the 3D renderer just draws that to the screen. Unless there's something special about this new renderer I don't know about.

  • Well, I can't blame you guys for the skepticism. However...

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    I don't buy it still, a video could have been rendered over an hour. Better to see it running on your own machine at 30fps interactively to prove it. But still, as others have pointed out, it's plausible and has been done before and everything, it's just nowhere near as flexible as traditional 3D engines yet.

  • It looks like it's working today. It's hosted on SourceForge so it's up to them if it goes down. Probably just a blip

  • The usual solution is to link to or bundle the DirectX August 2008 update with your game so people can update if they're not already up to date. What's different about your situation? Perhaps there's another solution, depending on exactly what you want to do.

  • The page doesn't seem very professionally written, and with phrases like "I assure you, this works" rather than just demonstrating that it works with demos, it smells a bit fishy. Hallmarks of scam/self-promotion/I've-invented-a-perpetual-motion-machine.

    There might be a genuinely interesting algorithm behind this but it doesn't even appear to support lighting yet, so it looks a long, long way off replacing traditional engines. Also, I'm sure nVidia and ATI have been researching ideas like this like hell for years and probably figured out while cool, it can't replace everything existing technology does.

  • Mmm... I'm not persuaded this will work for complicated games though! You'd have to basically reinvent most of the runtime in Java. As you already point out, you have to write Construct-themed routines to be able to paste in, and that's the beginning of reinventing the engine.

  • Davioware's list is pretty much on, except add to that "and we must be looking for additional moderators", and we're not really right now I'm afraid. No point having 50 moderators for a relatively small forum!

    Locking, since this won't go anywhere clever after this...

  • Done.

  • Modern browsers have teams of 100+ working on them and use a huge amount of technology that is not possible in Construct (eg. javascript). So no, it can't be done. Construct would be the wrong tool for the job anyway, it's a game creator.

  • Nice plugin rojohound

    As for "security", randomising the name will do nothing. You can just browse to your temp folder and find it yourself by hand in most cases. Someone could even make a tool to extract all your textures out a compiled EXE, the only reason that doesn't exist is Construct isn't popular enough to get that kind of attention. I say this all the time, but if someone wants to rip stuff out of your game they can and will, it's copyright law that protects you from that, not technical hurdles.

  • Moved to help forum.

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  • Access to C:\ is also blocked by Windows, so it doesn't even solve the problem. Besides, having a program write anything to C:\ is obnoxious to the user, and always has been a bad idea.

    The best candidate is probably the user's AppData folder which applications are allowed access to, or you could settle for My Documents if necessary.

  • If you right click and 'Run as administrator', does it work? Windows Vista/7 have protected file systems, so if you try to write to a protected directory (eg. in Program Files), access is denied unless the application has administrative privileges. For example if your game is installed to Program Files and tries to write files to its own folder, it will be denied access.

  • Haha, it was pretty funny. Love the soundtrack.

  • Added you too!