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c4cc

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Viewing 15 posts - 1 through 15 (of 478 total)
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  • in reply to: Get Intersecting objects’ dimensions? #80192
    c4cc
    Participant

    This works, thanks. I’m just trying to make my puzzles accurate as yours.

    Btw, what size is your shots? mine’s are 0.2 for x, y, z dimensions.

    l41

    my puzzles:

    l41

    Also, at .20 in your video, the shot whizzes over your red cube…

    l41

    whereas in mine, if I’m extremely close to, but not touching the shot, it vanishes

    l41

    • This reply was modified 1 week, 1 day ago by c4cc.
    in reply to: Get Intersecting objects’ dimensions? #80190
    c4cc
    Participant

    Need the shots to disappear if they come into contact with the cube’s dimensions.

    ~0.258 is a dimension of your cube. That’s where you can use “get dimension” / 2 instead of 0.05

    Tried but sadly shot’s don’t disappear even though they touch cube’s dimensions.

    l41

    in reply to: Get Intersecting objects’ dimensions? #80123
    c4cc
    Participant

    Imagine a Blender suzanne in the above example, as playable character. Its origin is at the face middle. Let’s say shots fire and hit it’s ear, but nothing happens, so I increase the “distance between” puzzle number.

    if that suzanne moves up to avoid the shot, the damages still applies (even if lesser) because the distance between puzzle still computes damages based on distance between shot and suzanne.

    so I need to get dimensions of suzanne to determine if shots do damage or not

    in reply to: Get Intersecting objects’ dimensions? #80122
    c4cc
    Participant

    incompatible puzzles (and wrong logic in your head). it’s not possible to measure distance between a number and an object. it’s not possible to compare a boolean value with a numeric value…

    Fair enough

    The first puzzle set is working. You just need to replace 0.05 with 0.25. And why are you hiding the player object instead of bullets? :scratch:

    I hid the player object to test if the distance between puzzles were indeed working

    I’m trying to get dimensions of an object, to calculate when other objects that comes into contact with said dimensions.

    On the other hand, using “distance between” puzzles is inaccurate in determining contact between objects, even if the number for this puzzle is bigger.

    The browser game I’m working on has characters of irregular shape you see. Imagine a Blender’s suzanne. Not basic shapes like in the above example. If I use distance between puzzles, it’s inaccurate to calculate effect if contact unless I get dimensions of both objects

    c4cc
    Participant

    Having had many projects such as yours…to ultimately be distributed via mobile phones I can tell you that a single optimization stragey is not going to get you where you need to go. To get your project to be viable on a mobile phone you will have to re-topologize your geometry and use atlas maps, map packing, and every other optimization technique at your disposal. You will be faced with a series of hurdles you will have to overcome. The first is the delivery size… this is the total size of all the files that has to be downloaded by the mobile phone. This has to be relatively small as you have already found out. Mobile devices will time out much faster than a desktop/laptop. So the number of files and sizes of the files have to be limited. The second hurdle is performance once loaded on the mobile device. Here you will be faced with reduced processing power and your optimization will be geared towards solving user interaction and the users ability to use your app. This is where the atlas maps and map packing, will play a big role. one 4096×4096 containing 256 maps…is far fewer redraws than 256 individual maps. Depending on your maps this will be something you need to evaluate the download size vs redraw performance and decide which is better.

    But you need to concentrate on the model at the moment..getting that total triangle count under 500,000. Even lower if you are using lights.

    Sorry for the late reply, but I guess this is one way to optimize:

    https://blender.stackexchange.com/questions/31467/how-to-reduce-vertex-count-on-a-mesh

    c4cc
    Participant

    Thanks. Yes, this works. Shots for respective cloned units fire when said cloned units move.

    Just trying to adjust the initial position of shot before it fires with math puzzles, but it doesn’t work.

    l4x1

    l4x1

    Appreciate your help.

    • This reply was modified 3 weeks, 2 days ago by c4cc.
    c4cc
    Participant

    kdv, thanks for your answer, yes it works and I appreciate it. It’s just that when I either space out the cloned units or make said units move, the shots are fired a distance away from each unit like here.

    Any way for the individual shots to appear in front of each unit before said shot is fired? Regardless of position or moving?

    Again, your original answer is indeed an important game-changer

    l4x1

    l4x1

    Moving clones fire shots:
    l4x1

    When “change” is set to -3
    l4x1

    • This reply was modified 3 weeks, 3 days ago by c4cc.
    c4cc
    Participant

    your questions are very specific to your puzzle and your own logic flows…making it very hard, at least for me, to dive in and find a quick answer.

    My initial guess is the logic timing….do you have a timing map or visual that shows all the things you have going on with all these time events? Once you start programming based on time..things can get lost, missed etc making it hard to diagnose.

    True, timing especially can throw intended events off. Have to keep this in mind

    Have you added print to console statements within your loops to diagonose whats firing when and if its ocurring at the right time?

    New zip file for puzzles with print to console(F12). Sadly it didn’t say anything.

    https://drive.google.com/file/d/1aXbk1L74iIc4bVgJS459qpXkSbeSPXrc/view

    The puzzles (ignore the ones disabled):

    l4x1

    • This reply was modified 3 weeks, 4 days ago by c4cc.
    • This reply was modified 3 weeks, 4 days ago by c4cc.
    c4cc
    Participant

    kdv, thanks for your answer, it gave me an idea to simply adjust the relevant vertices’ location for shape key value 0, after issuing new shape key value. It works. I learnt a lot from your answer as a byproduct.

    Btw, do you know how to activate individual clones in a list, only when certain conditions are met? Problem is, when one clone in list is activated, other clones do not trigger even though conditions are met for other clones as well

    l41

    • This reply was modified 3 weeks, 5 days ago by c4cc.
    in reply to: Verge3Day 2025? #79955
    c4cc
    Participant

    Yes, that’s a great idea

    c4cc
    Participant

    If you mean both the green and grey bars, no, they do not share same color.

    c4cc
    Participant

    Even if I change shapekey to 0 in Blender, and reupload blend file as gltf, the object at shapekey 0 is at desired color – just that when it becomes 0.5, it becomes messed up black

    in reply to: First Person Walking with Keyboard Controls #79825
    c4cc
    Participant

    Sharing for everyone :rose:

    `Screenshot-2025-01-09-105319

    Wait, where is the change position puzzle to determine the distance moved?

    in reply to: First Person Walking with Keyboard Controls #79824
    c4cc
    Participant

    Thanks for this suggestion

    ;-)

    c4cc
    Participant

    Ok, actually I think I’ve figured out the problem – change the shape key from 0 to 0.5:

    ol4x1

    Updated puzzles

    ol4x1

    New updated puzzles and Blend file:

    https://drive.google.com/file/d/1yO4sZ6mjgWa25o0SUMtOfXib9DEO4T4Q/view

    Now my only problem is that the shape key in verge3d is black at 0.5, yet when it increases, it switches to its intended color. Why?

    HealthBar Frame’s shape key at 0.5:

    ol4x1

    After increasing shape key:

    ol4x1

    • This reply was modified 1 month, 1 week ago by c4cc.
Viewing 15 posts - 1 through 15 (of 478 total)