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c4cc

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Viewing 15 posts - 46 through 60 (of 440 total)
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  • in reply to: Project Optimization #77604
    c4cc
    Participant

    Please understand, the reason I distorted the mesh and material (the vertice count is still the same) is in this blend file because it’s confidential (I don’t prefer giving spoilers), and I will naturally release the original version when I release my app, which should hopefully be by the end of this month, or a week after.

    But the puzzles are the same, vertice count, and shader methods are the same though

    My project files as attached

    https://drive.google.com/file/d/1JwReRbvBJ1d8SFhgfT7MSEfuEr4WguUc/view

    • This reply was modified 2 months, 3 weeks ago by c4cc.
    • This reply was modified 2 months, 3 weeks ago by c4cc.
    • This reply was modified 2 months, 3 weeks ago by c4cc.
    in reply to: Project Optimization #77598
    c4cc
    Participant

    My code. How do I know if it’s causing performance issues, especially if it’s for user end?:

    • This reply was modified 2 months, 3 weeks ago by c4cc.
    in reply to: Project Optimization #77597
    c4cc
    Participant

    bad puzzle logic, mis handled timers, on frame events, etc

    So why does poorly managed puzzles/code ruin user performance, if not because of excessive functions (involuntarily) executed?

    in reply to: Project Optimization #77579
    c4cc
    Participant

    Are there any good tips for making puzzles to try to keep the loading time down? After messing around I noticed the puzzles seem to have a heavy impact on performance.

    I know this question is old, but I also suspect puzzles may affect user performance, especially loading time and fps. When I saved my blend file as into a new project’s blend gile, fps was actually between 90-120. Then when I saved my xml to the new project’s, suddenly the fps dropped till 20fps.

    Any way to have a lot of puzzles without it affecting the user performance? Why weren’t we told that puzzles can affect user performance too?

    in reply to: server technical spec #77520
    c4cc
    Participant

    Sorry for replying to such an old post, but speaking of server specification, and by extension web hosting, what web hosting do you guys recommend? Especially for bandwidth, storage, low prices E.g., ultahost, ionos, or even hostinger?

    c4cc
    Participant

    This works. Cloning is only done once, right, unless specified otherwise? Thanks again, I could use this code in the future for sure. :good:

    • This reply was modified 3 months ago by c4cc.
    c4cc
    Participant

    Hi there,
    As a note, the EveryFrame puzzle…doesn’t and should not be in the keydown or keyup events. This logic should be in your startup sequence as it will execute then continue to execute every frame. The testing of whether a clone should be created should still be in the key up or down events.

    Just my two cents…good luck

    I’ll keep this in mind, thanks

    https://drive.google.com/…/view?usp=sharing

    :good:

    This is helpful, thanks for this. Sorry for the late reply, I was busy af last night. Now, my only 2 questions atm is, 1) how do I get the cloned wall to only appear in front of my character a few numbers away, and 2), if the wall clones more than once, any way to set the number of cloning?

    I believe the “5” in remainder of determines the location of object, while “Remainder < 5.1” and “Remainder > 4.9” determines area to clone wall.

    My variation of your answer:
    [/url]

    Once again, thanks for your helpful answer. :good:

    c4cc
    Participant

    Xeon’s puzzles

    greenshot

    Yours that I edited

    [/url]

    credit to kdv for suggesting me these puzzles for moving player last time

    c4cc
    Participant

    On second thought, it seems that even though your solution works well, with everyframe it seems unresponsive

    greenshot

    It’s unresponsive with these:
    [/url]

    credit to kdv for suggesting me these puzzles for moving player last time

    and

    • This reply was modified 3 months ago by c4cc.
    • This reply was modified 3 months ago by c4cc.
    c4cc
    Participant

    Here is a simplified example:
    https://v3d.net/139a.

    It contains the V3D project/puzzles and the blend file.

    You do not need an every frame call to move an object or character…but your situation may have other things involved that I am not aware of.

    Hopefully this helps.

    Thanks for this, ATM looks like it works. Just had to alter this:

    • This reply was modified 3 months ago by c4cc.
    c4cc
    Participant

    .
    In a procedure…test where your cube is and create the clone if conditions are met.

    I’m trying to create a player that will trigger a background object, so i need the the “every frame” call to move my player

    So how do I do this using the get position/rotation puzzle? This puzzle’s the only one that locates position of object

    c4cc
    Participant

    Maybe…..as I would need to see more of you settings to validate what I am going to suggest…..

    my settings in Blender 4.2, besides by transparency nodes I showed you earlier
    image share[/url]

    c4cc
    Participant

    I want my transparency effects in blender to appear in verge3d, exactly as they do in blender.
    No, I don’t want the green outline colors to disappear when they are inside object.

    My shader nodes, and desired transparency shader for verge3d are in below screenshots.

    also, my procedural nodes

    • This reply was modified 3 months ago by c4cc.
    c4cc
    Participant

    .
    enable screen space refraction for that material in post processing in puzzle, you can find in the demo how to use it,

    I tried, sadly, it was only for SSR_Refraction, not transparency

    c4cc
    Participant

    There is demo available in verge3d store for transparency, you should check it out for more understanding how it works.
    enable screen space refraction for that material in post processing in puzzle, you can find in the demo how to use it,
    Use world ( environment) instead of simple grey color so that you can see refraction and reflection easily.
    Use glossy bsdf instead of glass bsdf

    That transparency demo doesn’t show the glass/glossy shader for transparency for objects.

    I tried to use screen space refraction, no luck sadly.

    I did try glossy bsdf, looks like the closest to what I need at least

    sadly still no change when I viewed in sneak peak

    [/url]

    • This reply was modified 3 months ago by c4cc.
Viewing 15 posts - 46 through 60 (of 440 total)