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xeonCustomer
If this shows all the puzzles in your project…you can be certain that the quantity of puzzles is not the issue.
You have a few tools available to you. One of the best tools is the Developer Console that allows you to see all sorts of performance, memory and other attributes that will tell you how your application is performing. You have also V3D built in tools that can help as well.
If you model without any code lodes and performs well then you can be pretty certain the issue relating to performance is your puzzles.
I do not know your project well enough to say what has to be done via every frames vs a timer vs another way. But given the code puzzle organization I guessing there are events firing mutliple times and animations are being called while in the process of other animations or before they have completed and memory runs out.
If you want to share the project files.. I could take a quick look this week.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerThis would be interesting for sure.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-24 at 4:46 pm in reply to: Blender, Active Scene Camera coordinates, is ignored on publish. #77591xeonCustomerIf I am not mistaken….the actual camera used in Blender is not exported in the GLTF. Only its position and direction vector….then V3D uses its own camera controls that interpret that data.
So.. you may want to think of it that way…..you really have to control your camera in V3D because its the only one you really have.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerSome of my projects contains 1000’s of puzzles and I have not had any slow down performance due to the amount of puzzles…may take a tad longer to download. But I have had slow down because of my own bad puzzle logic, mis handled timers, on frame events, etc if not properly managed can bog down performance quickly.
If your code is created in logical chunks you can easily turn of sections and locate the offending area…locate the puzzles causing the issues and re-write or fix the issue.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerjust curious if the V3D comment lines have been removed from your files that you are trying to update?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerI have not encountered this one….. i have you tried re-installing the add on?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-23 at 8:58 pm in reply to: Blender, Active Scene Camera coordinates, is ignored on publish. #77553xeonCustomerAnother approach that you might find useful is to use Empties… for the camera location and camera target.
Then during your start up…assign you cameras location to the camera empty location and have it look at the camera empty target. This allows you to have an offset you can animate in Blender.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerMaybe this will help:
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerThere are many web hosts with many different solutions…its alot like shopping for a car. There are many types, models, and use cases with all different price points and features. So it depends on what your or your clients business requirements are. If this is something on an Enterprise budget…then your questions about price is irrelevant … if your are this on a shoe string budget then price is more important. If this is for a client…..they probably already have services in place and you can just augment on those…if you are rolling your own. Your budget will dictate what you can do.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-18 at 4:23 pm in reply to: Can’t trigger cloning via get distance/transform puzzle when object is moving? #77477xeonCustomerHi there,
Okay..so you have a situation where there are too many cooks in the kitchen.
I was trying to answer the original topic of the thread…but it seems KDV has more of the background of what you are trying to do.In this case I would strongly suggest to ignore my information and continue with his input.
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
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-18 at 7:01 am in reply to: Can’t trigger cloning via get distance/transform puzzle when object is moving? #77459xeonCustomerHere 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.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerIf the PostMessage of the Call Method puzzle is not good..you could use some JS to do it…something like:
$(document).ready(function(){
$(“#img”).on(“click”, function() {
window.parent.$(“#myPictureID”).css(“background”, “url(/images/r-srchbg_white.png) no-repeat”);
});
});Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerOk…cool…thanks for the clarification. Are you planning on creating a mobile app for each type of device or are you only targeting a specific brand/model? Creating a cordova mobile app build tutorial is easy but the work to create the app so that is responsive and works on various resolutions, ratios etc…thats add complexity….do you need a tutorial that does both?
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-18 at 5:03 am in reply to: Can’t trigger cloning via get distance/transform puzzle when object is moving? #77453xeonCustomerI believe the logic you have created will not work as you expect.
The if statements in the lower left corner of the puzzles will only execute one time.
If the key events did not ocurr when they were executed…nothing will happen.You will need to create a procedure to move the clone and have it triggered by your key event.
There is no reason to have the “every frame” call…it will just slow stuff down.So on an key event….move your blue cube.
In a procedure…test where your cube is and create the clone if conditions are met.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerThere are a few ways this can be done. You could create your interface inside Blender using 3D objects and program using V3D puzzles. Alternatively you could just use HTML/CSS or HTML/CSS via puzzles.
Then there is the question of whether you need it to be full responsive and capable of different aspect ratios (landscape, portrait, square). You will have to determine if you are going to scale your content, re-organize or reduce content for mobile (small screens) .
If you haven’t already seen this video it might be useful:
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
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