My wishlist if Firefly ever returns to the CONTINUOUS development

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  • 1. More collision types (not just sphere collisions but also box collisions, capsule collisions and mesh collisions)
    2. Some proper 3d physics engine such as Bullet physics.
    3. Fixing memory leaks and other serious issues with Firefly.
    4. Ability to create meshes at runtime by providing vertices and face data, this would make possible to create procedural models, which could be useful e.g. to make a better level editor.
    5. Pixel shader light/shadowmap (so we are not forced to have only 8 lights active at any given time, which from my understanding is the limitation of the version of Open GL Firefly uses behind the scenes).
    6. A built-in third person camera that doesn't clip through walls with ability to set which node it will follow, the maximum/minimum distance, current distance (clipped to min/max if outside of the boundaries or to nearest wall so that it doesn't clip), and both vertical and horizontal angles (so you can make it orbit around the player character).
    7. A racing game tutorial with working opponent AI.
    8. Better world editor.

    There are no impossible things, there is only lack of skill needed to complete the task.

  • 1. More collision types (not just sphere collisions but also box collisions, capsule collisions and mesh collisions)


    mesh collision is already in - as is hidden objects - thus any shape/mesh can be collided with


    4. Ability to create meshes at runtime by providing vertices and face data, this would make possible to create procedural models, which could be useful e.g. to make a better level editor.


    vertex and face data is already in

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  • Hey Triadian , would be really nice if you returned to the community and continue firefly development again, I just got it 2 days ago and I see potential in it, not as in you can make the next AAA game with RTX on in it, but as in making games with retro graphics\old early 2000's look, and making 2.5d games, also it's been getting more noticed by the community too compared to how it was years ago, would love to see the planned updates to the collision and physics systems, android and iOS support would be very welcome ;D

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    Edited once, last by Linky (July 15, 2023 at 4:11 PM).

  • mesh collision is already in - as is hidden objects - thus any shape/mesh can be collided with

    vertex and face data is already in

    Is it? I seem to have read somewhere that it only has distance (sphere) collisions and look at 3d primitive/3d mesh nodes seem to confirm that as it talks about radii and other sphere-related stuff in the collision section of the properties panel.

    There are no impossible things, there is only lack of skill needed to complete the task.

  • Is it? I seem to have read somewhere that it only has distance (sphere) collisions and look at 3d primitive/3d mesh nodes seem to confirm that as it talks about radii and other sphere-related stuff in the collision section of the properties panel.

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    Quote

    How Do Collisions work ?
    Collisions work like this: When node A (that Uses Collisions) might collide with node B (that Uses Collisions, it compares node A’s Collision Radius and Translation against node B’s mesh. If they collide, it is that node A has collided with node B, not the other way around. If node A’s collision Radius is equal to 0, then it cannot collide with node B. For node B to collide with A, it has to compare B’s Radius and Translation against A’s mesh.

    In short if you are checking something hit something else the first thing needs a radius the second thing doesnt but does need collision turned on.

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  • That's unnecessarily complex and not fitting for all situations. Firefly needs mesh to mesh collision like all the other 3d engines. Also other collision shapes like box, capsule, etc.

    Don't get me wrong, I am amazed at the work you did, you brought 3d to an engine that was made mostly with 2d in mind, after all. It just needs more polish and development.

    There are no impossible things, there is only lack of skill needed to complete the task.

  • That's unnecessarily complex and not fitting for all situations. Firefly needs mesh to mesh collision like all the other 3d engines.

    A Mesh Collider (Node A) will have to figure out the collisions for every single face of the whole mesh, Therefore It would take Longer (A significant difference most of the time) and would consume more Hardware Resources which would also slow down the performance. pretty sure most people are against that.

    also most other engines dont use mesh to mesh collision. its mostly convex to convex collisions for the exact same reason

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