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Author Topic: Vectrosity on its way :) [NOW AVAILABLE]  (Read 35127 times)

jeanfabre

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Vectrosity on its way :) [NOW AVAILABLE]
« on: May 15, 2012, 06:08:37 PM »
Hello Everyone,

 Just to tease you :) I am currently working on porting the fantastic Vectrosity system to playmaker.

[EDIT] now available: https://hutonggames.fogbugz.com/default.asp?W948

 So if you have requests, or early questions, do not hesitate, I am still at the very early stage and Vectrosity being such a rich Api, I will have to make some choices as to how to cover it in a sensible manner.


http://forum.unity3d.com/threads/49941-Vectrosity-fast-and-easy-line-drawing?p=923830&viewfull=1#post923830

 Bye,

 Jean
« Last Edit: June 13, 2012, 05:41:02 AM by jeanfabre »

Mark_T

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Re: Vectrosity on its way :)
« Reply #1 on: May 15, 2012, 09:08:14 PM »
hehe, nice. :)

I was thinking if it`ll be possible to have a halo, like a glow effect? maybe using sprites, or small textures?
I don`t know anything about Vectrocity, just thinking out loud. :D

Many thanks for this, Jean.
And not only.

jeanfabre

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Re: Vectrosity on its way :)
« Reply #2 on: May 16, 2012, 01:16:01 AM »
Hi Mark_T

 Vectrosity lines can be set with textures, so for glowing, you would create a thicker line with faded egdes for example.

 Currently my biggest concern is to find the right balance between all the various methods and features, that are difficult to expose in PLayMaker, So I need to validate few ideas, else vectrosity will not be convenient to work with within PLayMaker environment, the most noticeable issue if the fact that the basic building block for a vector is not a component, so I can't let the user store it in a FsmObject, so I had to come up with a proxy that I attached when I create a vector. that works well so far, but need to test all possible cases.

Bye,

 Jean

jeanfabre

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Re: Vectrosity on its way :)
« Reply #3 on: June 13, 2012, 05:30:03 AM »
Hi,

Here we go:

https://hutonggames.fogbugz.com/default.asp?W948

It's a very early build. There are a lot of technical brainstorming to do in order to expose  all the wonders of Vectrosity, not an easy task as the api has so many different signatures and flexibility, that it makes it very hard to condense into actions with their restricted ui interface.

Feedback and use case of what you want to do with Vectrosity most welcome.

Bye,

Jean

derkoi

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #4 on: August 29, 2013, 05:02:18 AM »
Any chance of setting 3d line support please?

jeanfabre

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #5 on: September 09, 2013, 08:48:52 AM »
sigh...

I need to find the time to do this

Bye,

 Jean

Lane

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #6 on: September 09, 2013, 08:54:02 AM »
Can vectrosity do flat text in 3d space?

RageSpline is lacking text abilities, and I need a solution to put text labels in 3d space and be able to update them during runtime with string or float variable changes.
« Last Edit: September 09, 2013, 08:56:03 AM by Lane »
Products by Cleverous
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jeanfabre

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #7 on: September 10, 2013, 02:57:55 AM »
Hi,

 I doubt this will live up to your expectations. Vectrosity can do 3d text, but it will be wired, so you only get a basics outline of the text.

What's wrong with Unity 3d text?

Bye,


 Jean

Lane

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #8 on: September 10, 2013, 09:08:33 AM »
I didn't know Unity had 3d text built in.

Two seconds looking at the drop down menu I find it staring me in the face! I'll check it out ;)
Products by Cleverous
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|| That Hurt! : Dmg Floaties
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parallel

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #9 on: September 10, 2013, 09:55:25 AM »
But we're still missing 3d line support , bump :) 

jeanfabre

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #10 on: September 13, 2013, 02:47:02 AM »
Hi,

 I know... :-\ Don't give up, one day, I'll find the time to do this!!

Bye,

 Jean

Alatriste

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #11 on: January 07, 2014, 11:48:08 PM »
Hi there,

I'm trying to use the vectrosity actions in my project and so far I didn't succeed. (I'm quite new in Playmaker yet, so most probably I missing something)

Basically I want to get the hand drawing effect you can see in the vectrosity demo (http://starscenesoftware.com/vectrositydemo7.html). This is what I'm doing:

1) I imported the vectrosity DLL and the custom actions for playMaker to use Vectrosity.
2) I created 3 different objects: I) a game object "VectrosityControl", with a BoxCollider2D component and the FSM which controls the drawing actions., II) a prefab sprite call "Brush" with III) a material-shader (Particles/Additive).
3) The FSM "VectrosityControl". It's waiting for the left button mouse to be clicked. Then it send an event call "Start Drawing".
4) The "Start Drawing" event contains the following actions:
- Mouse Pick 2D where I storage a vector2 var "Coord" for the "Store Point" field.
- Vectrosity Vector2 Line. (screenshot attached) where I setup the rest of parameters. (I'm not convinced about the var in field2, as that value is never storaged/updated... I don't know what's suppose to go there to be honest.)



After this, I managed to see the vector line appear, although not with the effect that I want. Besides, in the Game Screen I can see the line appearing from the 0,0 coordinates instead of from the place where the mouse has been pressed down.

Many questions, but I hope someone can help me here.
« Last Edit: January 07, 2014, 11:50:51 PM by Alatriste »

Alatriste

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #12 on: January 10, 2014, 04:42:14 AM »
Ok, So I finally managed to work around and make Vectrosity work in my project in the easier way: loading the draw_mouse example and copying the JS code into my own project.

 I still have to sort out some problems as the line being painted is not where I want it, but what I'd like to ask now is if someone has experimented detecting the collision with Vectrosity elements. I read the Vectrosity official thread in the forum and it seems rather complicated. (again).

Has anybody tried this? Is it even possible within Playmaker?

jeanfabre

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #13 on: January 10, 2014, 05:12:38 AM »
Hi,

 I have no experience with vectrosity based collisions, I would concur that it will be hard for sure :)

Do you expect any kind of shapes or even user custom shapes?

bye,

 Jean

Alatriste

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Re: Vectrosity on its way :) [NOW AVAILABLE]
« Reply #14 on: January 10, 2014, 11:17:33 AM »
Actually not. Want I want to achieve is just the player drawing a line and that this line can collide with other objects. I start to believe that I might have to use another approach instead of trying with Vectrosity. I'll post my findings... in a near future, I hope. :)