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Thread: P3D 2.0 - out now!

  1. #131
    Clicker Fusion 2.5 Developer
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
    J3sseM's Avatar
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    Whoa, improved lighting?
    Couldn't be more impressed, seriously, great job!

  2. #132
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    aenever's Avatar
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    Insanely amazing updates, super impressed

  3. #133
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    CapitaineCaverne's Avatar
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    Bravo quelle super avancée peu etre la mis a jour au pied du sapin. ;-)
    Bravo what a great advance can be updated at the foot of the fir. ;-)

  4. #134
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    Thank you, very appreciated!

    It's real fun adding all these things, now just wish to find more time for making examples and explain how to use all of them

  5. #135
    Clicker Install Creator Pro
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    Darkhog's Avatar
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    That's understandable. Maybe in 2.3-2.5? Also my problem with collisions isn't in detecting them as much as reacting to them properly, had too much "sinking into floor" or "stuck in ceiling" bugs in my life to be comfortable writing my own.

  6. #136
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    Very true, collision detection is only half of the problem, had a lot of similar hassle in handling collision "reactions" too,
    a safe approach is "undoing" the movement that resulted in a collision, but it can be a bit limiting if looking for nicer effects,
    "pushbacks" (moving the object away when colliding) on the other hand can be potentially much more problematic.

    I think the next big thing I'd focus for future P3D releases "could" be porting to Fusion3.
    I'm extremely curious to see how performances will be affected.
    If the automatic 2.5 -> 3 conversion tool will make it through,
    then it would be "just" a matter of porting 18 shaders to GLSL..
    Current speed limits are primarily due to the runtime, and old ps2.5 shaders,
    both of which (supposedly) will be strongly optimized/overhauled.
    And then P3D could theorically go mobile too...
    but then again with vertex shaders it could probably be widely rethinked so it's all very vague and speculative right now.


    Back on the physics argument, to say one could "fake" something,
    in the video below I've synced a 2D Fusion physics movement to some 3D boxes
    (this of course only makes some sense in a 2D environment!)

    The main purpose of the video is showing another neat little feature I've included,
    a very simple option I wanted to add since ages,
    it makes super easy (activate an option, and then add just one event with 4-5 actions)
    syncing a purely 2D mechanic to a 3D scene,
    so you can plug some 3D to a strictly 2D game,
    You can freely code the 2D game in the same way you'd do now,
    and then add the interesting visual effects P3D can easily handle,
    just to add depth to backgrounds or even for 2D to 3D interaction with some creativity


  7. #137
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Bree's Avatar
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    whoa - that's so awesome!! I've always wanted to do a 3d background with a 2d game.

  8. #138
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    Thanks Beejers!

    I'm playing a bit to showcase the new features
    so here's same trick used to add some "depth" on a topdown game:


  9. #139
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    CapitaineCaverne's Avatar
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    haaaaaaaaaouuuuuuuu idée geniale bravo bravo ça lance des nouvelles perspective.
    pardont pour l anglais utils traduction google.

    haaaaaaaaaouuuuuuuu great idea bravo bravo it launches new perspective.
    pardont for english use google translation.

  10. #140
    Clicker Install Creator Pro
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    Really neat. What are performance limits of p3d 2? As in, how many triangles/quads it can handle at the maximum? Just trying to figure out if I can do what I want to do with just p3d or if should I save more money for firefly.

    //edit: And does draw distance and fog have to be so insanely close?

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