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c4ccParticipant
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
c4ccParticipantMy 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.
c4ccParticipantbad 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?
c4ccParticipantAre 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?
c4ccParticipant2024-09-19 at 8:49 am in reply to: Can’t trigger cloning via get distance/transform puzzle when object is moving? #77485c4ccParticipantThis works. Cloning is only done once, right, unless specified otherwise? Thanks again, I could use this code in the future for sure.
- This reply was modified 3 months ago by c4cc.
2024-09-19 at 3:45 am in reply to: Can’t trigger cloning via get distance/transform puzzle when object is moving? #77478c4ccParticipantHi 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
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.
2024-09-18 at 10:43 am in reply to: Can’t trigger cloning via get distance/transform puzzle when object is moving? #77472c4ccParticipantXeon’s puzzles
Yours that I edited
credit to kdv for suggesting me these puzzles for moving player last time
2024-09-18 at 8:58 am in reply to: Can’t trigger cloning via get distance/transform puzzle when object is moving? #77467c4ccParticipant2024-09-18 at 8:21 am in reply to: Can’t trigger cloning via get distance/transform puzzle when object is moving? #77465c4ccParticipantHere 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.
2024-09-18 at 5:45 am in reply to: Can’t trigger cloning via get distance/transform puzzle when object is moving? #77457c4ccParticipant.
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
2024-09-17 at 6:33 am in reply to: Blender 4.2 – best settings for transparency rendered in Verge3d? #77402c4ccParticipant2024-09-17 at 3:32 am in reply to: Blender 4.2 – best settings for transparency rendered in Verge3d? #77389c4ccParticipantI 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.
- This reply was modified 3 months ago by c4cc.
2024-09-16 at 5:15 pm in reply to: Blender 4.2 – best settings for transparency rendered in Verge3d? #77383c4ccParticipant.
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
2024-09-16 at 4:31 pm in reply to: Blender 4.2 – best settings for transparency rendered in Verge3d? #77381c4ccParticipantThere 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 bsdfThat 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 leastsadly still no change when I viewed in sneak peak
- This reply was modified 3 months ago by c4cc.
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