Absolutely! I think I could probably get something finished with P3d quicker than I could with Firefly right now! 2.5d level design just makes the most sense to me! :)
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removing the <zbuffer>1</zbuffer> from the files as you suggested, allowed the .mfa to work inside fusion.
This is an amazing update thankyou. I've noticed when using the "Follow Camera" the player sprite jitters, but not all of the time. It might start off steady, then with a turn it starts to jitter when moving, it's a very fast horizontal shake when the walking animation plays which doesn't happen if the sprite is walking-in-place.
Thank you for testing danjo, going to ask you some other detail through pm if you don't mind.
@ jamesnansen: thanks, glad you like the update!
Good eye - you're right, you can slightly modify the engine to fix it in this way:
1) in the follow camera group (inside "camera objects" - "camera code") change "X" and "Y" with alt. val.X and alt. val.Y in the red box below:
Attachment 23612
2) in group: "Core module - 2D elements - moving sprites - projection" add the two lines below:
Attachment 23611
3) then, outside the engine, in the event when you set the "camera tool" against your player, also set its alt. val. X and Y to alt. vals X and Y of the player object, like so:
Attachment 23610
(this will work only if you use P3D movements with player object, or anyway if you set alt. vals. X and Y of the player to its floating point position)
This should ensure a fluid outcome,
along with a correct placement of hotspots in the projected player sprite.
I'll gather suggestions like these and implement them in a 2.01 cumulative fixes update.
Works perfectly now, thankyou!
What kind of specs are needed to run the examples at stable 60 fps?
Nothing spectacular.
My Asus Zenbook manages it: Intel Core-M 0.8GHz CPU, 8GB RAM, Intel HD 5300 (onboard graphics)
I'd imagine Sinclairian's game (that's those fantastic looking sci-fi/cyberpunk environments in the video) will be a fair bit more demanding than Schrodinger's examples, but you'd have to ask him about that.
Also, bear in mind that it's possible to control things like render distance and anti-aliasing, which will affect performance.
What MuddyMole says,
plus not all the examples have been really optimized
(castle one for example could cut down a good number of ground tiles and pavement tiles by merging them together,
moving elements could be deactivated when not in sight, there are Y rotations enabled which are not really necessary other than to show it etc.)
I've made them on a NUC i5 with integrated graphics Intel and they all run at stable 60fps,
save for the snow example (drops to 50-55 while generating all snowflakes) and the DLM city example,
which stays mostly 60 except during micro-loadings while walking,
plus some insta-drop (few fps) while turning around, that's still the most intensive operation..
I think Sinclairian lowered the framerate to run smoothly those detailed and vast scenes,
you can get about +25% more elements / or smoothness by cutting the framerate down (and raising movements speed)
Did you try the example files uploaded in this thread / you had worse results?
Hey great staff, thank you!
Thanks Crian!
Take advantage of this post to say I'm hosting a repository of P3D stuff at
p3d.lizardking.co
(click on "P3D repository")
The idea came after Jonathan asked for the tower clock - thanks X)
So far just a few simple models are available for download,
looking into adding more content,
and send in your works if you like to!
Anyone interested remember P3D 2.0 is featured in this month's rewards for Clicker Tier ($15) or above
at "The Reactor", Clickteam Patreon page.
You also get other great items: volProfiler and Neo Runout source,
total worth about 22$, and exclusive Patreon content (streams, tutorials, examples..)
and of course you show your support to Clickteam :)
Thanks to Schrodinger's fantastic customer support - and a lot of thorough testing - this problem was finally fixed for me.
Turns out that my cretaceous period graphics card (about 12+ years old or so) could only support textures with dimensions that were powers of 2 (such as 32x64 or 128x256), along with some random exceptions. This is a very good performance practice that many do manually for optimization anyways, so it isn't really a development problem for me! ;D
Hopefully if anyone else has similar problems, they can try modifying the actual texture or "model" objects that their 3D pieces draw from to be a power of 2 dimension (2,4,8,16,32,64,128,256, etc) or update their hardware X)
Is this a problem you only get with P3D, or with any mfa that has non pow2 textures? I ask, because I use non-pow2 textures all over the place in my game (eg. I find it easier to work with something that's 100x500 than 128x512). Also, what's your graphics card?
Thank you again casleziro for checking all things out and finding a solution!
To add some thought on this,
the new P3D shaders are complex, in the sense they use many (all available) constant registers and many operation slots,
but testing with casleziro we tried simplified versions with far less constants and operations, and the issue persisted, so that was likely not the cause.
Beside this, they do nothing particularly odd,
save for depth buffering, which was still never used to my knowledge in Fusion,
but that's unlikely to be the issue as well, because we tested removing depth buffer functions and the issue persisted.
One *possible* clue is P3D does some things with source textures that you usually don't do (i.e. scaling source object)
and since -if I'm not mistaken- casleziro noticed some issues with previous P3D versions too (Quad shader) when using non-power-of-2 sizes,
I wouldn't totally exclude in similar test conditions the issue *could* pop out in other circumstances/forms with other shaders.. :(
So far had no other reports beside this, so I'd dare to say it's pretty limited anyway.
****
Now showing some work in progress on a new small example I started working on yesterday,
I'm going to release the source in the "repository" and I've recorded some footage of the creation process,
so hope to make a tutorial of this too :)
Little WIP of this "zombie city" example:
https://www.youtube.com/watch?v=tUljE-vb6BQ
P3D looks very strange on my PC.
( Specs: Win XP Pro 32 Bit, 4GB Ram, ATI 6750 2GB, Athlon 2 X 4 Core )
What can I do?
Attachment 23649
Attachment 23650
Attachment 23651
@ michaeldunge: looks like you didn't copy the shaders!
Make sure you copied all the .fx and .xml files you found in the zip package inside your /effects subfolder of your Clickteam Fusion install path
then close and reopen Fusion if you had it still open,
and let me know if this was the issue :)
(check out page 10 of the user manual for full instructions)
It works.
Thanks for the super fast support!
Glad to help, feel free to ask for any question :)
i am using windows 10 and 8 gigabytes of ram 2tb(terrorbytes) of hard drive space could i make use of this engine to make a similar 3d game if i give you a spot in the credits page of my game?
That zombie city is looking good, Schrodinger.
Those zombies look almost like 3D models. Are they just really good sprites?
@ FalconsoftIndustries: sure, as long as you have a valid P3D license (you've purchased it through the clickstore or requested it from the Reactor)
and of course a valid Clickteam Fusion license, you can do anything you like with it, no need to credit :)
@ casleziro: thanks, it was still pretty rough in that first video,
I'm having fun working on it, still no gaming mechanics implemented but I've expanded on the level,
here's an updated video, should be complete in a few other days
(will just add some other building and a few gaming events):
https://www.youtube.com/watch?v=MiHjLrpUNME
It runs very smooth at 60 FPS in my machine, video recorder make it seem a bit stuttery.. will try to improve next ones.
Yes zombies are sprites, I made them with Poser, it's quick and handy,
as it comes with proper tools to export still/animated models and rotate them for different directions.
There are a number of softwares for human figures (and other figures/props) rendering,
I'm not an expert but I think Poser and Daz3D are the leading ones
(both come with a cost, in different forms, there are even "completely" free ones like Make Human, but I've never checked it out).
Handling highly detailed human figures is a very intensive operation for a 3D engine,
since they are made of tens of thousands of meshes,
I think using sprites is a good compromise, as they are very low processor taxing, so you can have a full horde of zombies XD
and you can freely create any number of animations/variations you need.
The ones you see in the video are just walking animation rendered in only 8 directions,
and they already look "decent" (to me),
think you can make up to 32 directions for any number of animations
(P3D will automatically pick the correct one)
How much does the P3D license cost? :)
Never mind I will buy firefly instead.
@FalconsoftIndustries the license comes with the purchase of P3D. You just have to purchase P3D (or get P3D by subscribing to The Reactor) and you'll have the license.
Sorry I've been very busy last couple days,
I confirm what casleziro says,
of course Falconsoft feel free to pick the tool you like more,
just make sure you use Clickteam Fusion X)
I've not 100% completed the Zombie city example,
but I've quickly put up a playable build for those interested:
https://www.dropbox.com/s/4qirpr41of..._city.zip?dl=0
Just hang around and shoot some zombie,
the poor guys are peaceful and won't attack you.
Hit "ESC" to try various settings to fit your machine power,
though on my not-so-powerful one it runs smooth at best settings
This was made in about 4 days, 2-3 hour/day, half time spent on graphics,
so consider you can do better with a bit more effort.
Like an underground section, or building interiors, would be nice.
I'll clean up the mfa and provide the source file next days for those interested
Thanks for reading and for giving it a try, hope you enjoy :)
Looks great Schrodinger, and runs well for me, too.
Might want to add a deadzone to the first person mouse movement so the cursor doesn't drift endlessly if you're not in the exact center, and there's a part where i can fall through the world near the P3D city pools (but it's obviously WIP so that's not important).
I've been having a lot of fun in P3D myself, and unearthed some minor bugs/personal annoyances. I think I might add them all to a list and send them to you after a long enough period of time, if you don't mind.
I played the example by Schrodinger and it looks nice and very smooth on my PC.
I did notice one problem, it make me dizzy/sick. There is something about the movement that make me sick. Only few FPS games do that to me.
@ casleziro: thanks, happy to hear it's running fine on your machine!
That zombie example uses the "basic" mouse lookaround code,
there is an "advanced" mouse lookaround code you can activate inside the "custom movements" groups but it requires the "mouse" extension,
and since I'll upload the mfa as an example, didn't want force others to install an extension to try it out.
But that "advanced" code works better (i.e. doesn't need the mouse cursor to be centered to stay still,
something I tried hard but wasn't able to do without extension unfortunately)
anyway your suggestion on a dead zone sounds intriguing I'll think on it!
(actually - rethinking on it, there's probably already a very small dead zone, of a few pixels, I might just need to make it bigger, or let users customize it - I'll look in the code to be sure, didn't make any change there for 2.0 so it's long time I don't dwell in there and don't remember for sure)
Yeah some things to fix / zones left unfinished in the example, you can fall into oblivion in some parts X)
Glad to hear you're having fun with the engine :)
Sure, make the list, I'll be pleased to improve/fix whatever I can in a future 2.01 update
(actually, that example already includes a slightly modified "preload" module, because I used lots of graphics in few objects, and the standard code was tailored for a slightly lower number of animations)
@ amimman99: thanks for checking out the example.
Really don't know about the dizzyness - I once thought it was caused by "head bobbing" effects in old games,
and this example doesn't have it, but interesting though, what do you think could be causing it?
Perhaps the continuous orientations change of camera, might need to be more still?
I'd make some modification that could relief the symptoms, if we could find out the cause / if possible :)
I really don't know why, and I wonder is there is some kind of technique that needs to be implemented to avoid that.
I did noticed that I can get sick if the frame rate is too high, some games like unreleased Half Life for Sega Dreamcast, Crazy Taxi for PS2, Call of Cthulhu for Xbox, Rage for PS3, Quake III on PC.
Some games like Doom, Doom 3,Quake I, Killzone, Call of Duty, etc do not bother me.
I wonder if you could cap the frame rate at 30FPS and I can try that.
That's interesting!
You can do it already in the example:
hit "esc" to open the pop-up menu and click on "30" under "framerate"
Now I'm curious wether this will make some difference :)
i wonder if your motion sickness is caused by weapon bob or camera bob motion?
Sent from my iPhone using Tapatalk
"Zombie city" source code is now available for download (scroll down)
Updated playable example build available here.
Not many changes, beside adding some comments to the source,
I've just added a small "Plutonium Chemicals" section to fill an empty area
(might be involved with the zombie outbreak, who knows?)
Attachment 23674
Since the last video I made didn't show the new "mansion" and "fountain" in the park,
so I thought a short gif of that zone could be nice to post here:
http://lizardking.co/P3D/gifs/zombie_fountain.gif
Feel free to study, reuse and customize the source in the way you prefer :)
OMG thanks, I was hoping for this :)
Simply put. This is outstanding. IMHO
Marv
Thanks a lot aenever, nivram, I'm flattered,
and very glad you're enjoying the new version :)
I'll look into making more examples because it was quick enough and fun
(next one in the list could be an "Ultima Underworld" because I loved it when a kid XD)
and hopefully I'll find some time to edit and detail some footage I recorded while making zombie city,
for some brief tutorial(s).
Btw - if you experience a bit of stuttering during first seconds of play, when launching the source mfa
(that you don't experience on my built example),
it is because I made some little tweaking to the "preload" module of the engine.
I will include these modifications in future updates,
but if you'd like to replicate the same now just drop a line here and I'll share the modified preload group,
so you can copy and paste it in your engines
Just a little but I think interesting update on some work in progress,
I'm adding some more shapes, here's a quick snap of "spheres":
https://www.youtube.com/watch?v=4swz_RHw8Pc
I've been thinking for some time at adding some "implicit surface" (>> surfaces you can express within an equation),
they have the advantage of being comprised in a single object,
and require a much smaller pipeline for rotations >> are pretty fast to compute, and transform in realtime (scale, move.. but not rotate, unless I come up with a better texturing algorithm or you can use untextured spheres X)).
Plus the rendering is very accurate, since they are not built out of many different meshes.
I'll see if I will be able to cram some other implicit surface in the shader,
will surely try at least another... but spheres were particularly friendly to do so not sure the shader model will allow for more.
This will end up in another update, so if you have particular (doable) requests, or bugs you'd like seeing fixed,
write them down here and I'll be happy to address them (if able to!) in this upcoming update.
This work is delaying the tutorial(s) and additional examples I would have loved uploading.. sorry.
Always available for questions though if anything's unclear :)
I was just about to PM you about spheres, so this is great news! :D
It would be nice if you found a way to add sphere rotations, but I think if all else fails and enough effort is applied on the user's part psuedo-rotation could be added by animating textures if they really wanted them.
I have a request:
We already have Width and Height values for repeating textures, and these work alright if you want to make squares or tall rectangles. Could you change the way these behave, and add a third value, Depth?
Then it would be possible to repeat the objects in 3 dimensions with more control (i.e an object that is 2 high (Height), 6 deep (Depth) and 8 wide (Width))
Currently Width controls both depth and width, and is a little buggy for me if they aren't equal for cubes (maybe because of my laptop problem?)
Attachment 23717
Yeah - the worst thing is that it would be quite easy adding rotations to spheres,
just a couple parameters more in the shader to "offset" the texture (since a sphere is always the same no matter how you rotate it I would just need to rotate the texture..)
but I've run out of constants already and I'll have to do difficult choices (sacrifice lighting for rotations?)
or, hopefully, find some shorter method in raytracing the sphere to free up some constants!
ps_2_5 is pretty aged, ps_3_0 (which I think dates back 2006 or so) would already be gold (224 constants vs current 32!)
but I guess we'll just wait for OpenGL to completely wipe all these issues away with F3...
Good call on the "depth"!
The picture you posted is correct, this is actually the way those parameters behave,
and I totally agree this is not completely flexible for not-square "volumetric" objects.
Those parameters directly act on the width and height of the "faces" composing the model,
so if you look at this graph:
Attachment 23718
you see that with a simple plane, things are simple and you have full control on both dimensions (topleft)
but when making an object that spans in a third dimension, since those parameters will apply to ALL faces involved,
"W" will also become depth as you see in the picture!
The top face in your example pic has only been scaled in "W" (wider from left to right) but not in depth,
because it should have also been scaled in "H" to fit with the longer depth,
but the engine doesn't think of it currently XD
(Actually, it does it for >4 faced prisms so I could have made the same for cubes too...)
You could do that of course clearing top face of the cube and adding a separate object for the top face,
but what you say would surely make things handier in such situations and require less objects and less effort from the user.
It might be tricky (the engine would have to tell what's going in "depth" vs what's going sideways) but sounds interesting/useful
and 99% sure it would be doable, I'll have a look & think of best way to handle it, thanks for the suggestion :)