MV3D - 3D rendering for RMMV with Babylon.js

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Started by Cutievirus 1560 posts Page 49 of 78 View original ↗
  1. palatkorn said:
    You have to create the same flooring on all 4 sides and then use characters as the TV screen.
    Do the same with the door and yes, you can do different screens on a TV

    View attachment 137546

    Good idea with the TV thing! :thumbsup-right:
  2. Square shape will look best
    Such as football fields

    xzzz.JPG
  3. Hi guys!

    Does anyone have any idea of the minimum requirements for games built by MV3D?
    I tried to run the game on a mobile and on an old PC and got 1 FPS. o_O

    Android is a totally unviable platform for MV3D?
  4. mv3d version 0.5.2 with me :

    ClipBoard-2.png

    ClipBoard-3.png

    FPS : 9
  5. CoopNinjask said:
    Hi guys!

    Does anyone have any idea of the minimum requirements for games built by MV3D?
    I tried to run the game on a mobile and on an old PC and got 1 FPS. o_O

    Android is a totally unviable platform for MV3D?

    No, I think this is the device specification I use on Android 10. It works very well
  6. seaotter said:
    mv3d version 0.5.2 with me :

    View attachment 137682

    View attachment 137683

    FPS : 9

    Is this a mobile?
    By the way. you don't should to get too low FPS with that set up.


    palatkorn said:
    No, I think this is the device specification I use on Android 10. It works very well

    What's your device's specification?
    The one i used to test is a low end, a Snapdragon octa-core, 1,5Ghz clock.
  7. Qualcomm Snapdragon 710 AIE Octa Core 2.2 GHz
    I think that the current version should be Android 10.
    I tested a lower version, such as version 5. It didn't work well at all. This is only a guess.
  8. palatkorn said:
    Qualcomm Snapdragon 710 AIE Octa Core 2.2 GHz
    I think that the current version should be Android 10.
    I tested a lower version, such as version 5. It didn't work well at all. This is only a guess.

    Okay, i'll do some test with Android 10 tomorrow.
    How you do the deployment? Do you have a tutorial link?
  9. I customize it by myself.
    I haven't made a video tutorial yet.
  10. palatkorn said:
    I customize it by myself.
    I haven't made a video tutorial yet.

    I think that my deployment method can be wrong...
    If you could teach how you do will help a lot!
  11. Here
    You may have created the wrong method.
    android studio Should be the latest version
  12. palatkorn said:
    Here
    You may have created the wrong method.
    android studio Should be the latest version

    If you used this method, then i'm using the right method.
    Maybe could be the android 10 that i don't have.
    How much FPS you get in Android?
  13. Yes, now I still use the plug-in version 0.5.1.5
  14. palatkorn said:
    Yes, now I still use the plug-in version 0.5.1.5

    I'm tried to deploy the 0.4.8v, but i think you don't understand the question very well.
    Tell me the FPS value that you got in Android, please.
  15. One thing that helps lag is cell size, if you use high cell size you get a lot higher FPS, but you also get really long load times for whole map load at once or freezes from around 20, ect, when walking into new unloaded cells render distance. In the first pages there was talk of finalizing map for reduced load times, don't know if that is still going to be made.

    Dread_Nyanak said:
    @dragonx777
    Like @Waterguy said, I think the easiest approach would be to use the xcross shape. However, I think xcross doesn't work for events in the latest version. I'll be adding it in the next version though. To get the same effect, you can use this note tag: <mv3d:shape(cross),rot(45)>

    If you need the trees to look a bit more dense still, you can try layering events on top of each other using the <mv3d: pos(+0,+0)> tag to change their positions. You could combine two cross events to make an 8-sided cross, or use a flat event as the canopy of the tree.

    @seaotter
    The mouse input seems to work fine for me in the latest version. I know the old version had a few problems with mouse input and performance like what you describe, but the new version works a lot better. Right now the biggest issue is load times. Are you sure you're updated?

    @Grilled Mormons
    I'm working on a plan right now to improve load times. I'm making it so you can "Finalize" the map, which exports the mesh to a file. Then on subsequent map loads, it will load the map mesh from file instead of building it from scratch every time. This way you'll only need to deal with the slow mesh building during development.
    Another thing I can do is build the map synchonously when the map is first loaded, then switch to asynchronous loading. This would make the screen stay black until the cells near the player are loaded.
    These two approaches combined should hopefully improve the perceived performance of the plugin.

    Another feature I'm working on is to make the terrain tag and region configurations accept all the same configuration functions as tileset configuration. This will enable you to, for example, use regions to change the wall texture of a tile.
  16. Do you have plans to possibly make the movement smoother? Maybe I'm an idiot and don't know if it's possible with this or not, but I love moving around in the world, but the moment it goes to first person, the movement is a bit annoying. I don't mean that in a rude way, but rather in the sense that I feel many players would be turned off to playing if they had to move that way.
  17. CoopNinjask said:
    I'm tried to deploy the 0.4.8v, but i think you don't understand the question very well.
    Tell me the FPS value that you got in Android, please.
    Mobile FPS 50-60 is normal when the surface is loaded. That are moving more than usual, such as various events Too much movement Affects this MV3D plugin
    I solved by using the Galv Image Cache plugin.
    There are results to help, and various factors for the overall mobile specification.
    Or turn off unnecessary character movements
  18. palatkorn said:
    Mobile FPS 50-60 is normal when the surface is loaded. That are moving more than usual, such as various events Too much movement Affects this MV3D plugin
    I solved by using the Galv Image Cache plugin.
    There are results to help, and various factors for the overall mobile specification.
    Or turn off unnecessary character movements
    0.5.2 more slow then 0.4.8v ...
    maybe you should test last version, because old version always more fast at mv3d plugin
  19. Sorry i found it
    You should now create a blank project on your phone, releasing only this plugin for testing, maybe the delay is caused by other plugins in your game.