Ambiera Forum

Discussions, Help and Support.

Ambiera Forum > CopperCube > Announcements and Showcase
CopperCubePlugin Released

sakura
Registered User
Quote
2023-03-12 18:25:48

The second parameter of JSON parse and stringify is still useful for traversing JSON nodes. I just take these two functions as an example, and will add other functions later. What is more important is the implementation of this plugin framework. You can notice that the project in my picture is called demo.

Multiple files is only one feature of the plugin, and other features will be added later, such as repairing CCB files. After you move the CCB file to another computer, you may have the problem of losing the material when you open the CCB file, and this problem is troublesome.

You must put the files used to the original path, otherwise you will run into trouble.


Guest
Guest
Quote
2023-03-12 20:26:45

Your plugin doesn't make any sense, all of this is already possible without your plugin, so why should anybody use your plugin, we can easily create actions or import other libraries by simple dummy actions or behaviors. Your plugin makes no sense to me. Also stop calling it that it will change the native components of the engine.
It won't provide the native workflow. You can use almost any javascritp library out there. and copperucbe already has savetexture command. there are already behaviors and actions that allows writing shaders without actually stringifying them.

you are only utilizing the commands that are already available and can be used by anyone, but the way you are presenting it is what I found a bit odd. Don't present it as a special tool that will add native commands or something like that.

and to be honest people who codes their own script and their own stuff will not be interested in this stuff at all.

you should try learning C++, and start creating native support if you really wanna help. Importing external JS libraries are already possible without the use of your plugin. So it will be just a bad idea to use your plugin. Instead people will prefer to have their libraries used in actions or behaviors just like @okeoke suggested.

that's my two cents on this plugin. I don't think it will aid or help to users who code their own stuff.

the engine should be more focuassed on non-coding part, just like how it is advertised a no code game engine.


just_in_case
Moderator
Quote
2023-03-13 09:18:55

@Sakura, your file still shows a virus warning, I personally also don't know the use of this plugin. Just like others I also think whatever you are offering is already doable in CopperCube and is already in a very simplified way. Your plugin seems to make it more complicated than simplifying it or helping.

As this post also talks about shaders, and I think I've written a lot of shaders, with my personal preferences and experience. I prefer to write shaders in the "Stringified version". It allows me to keep the source code in a single file and prevents me from creating external text files. Easy to debug and doesn't create confusion when you are working with multiple shaders. So using it in Unstringified version will make it more complicated for me. that is why I always use stringified version.

Regarding multi-file features, it is already possible in creating multi-file features. Coppercube scripting by itself provides that feature. I don't know if you have seen CopperCraft or any other game by @SmnMhmdy, all of his game uses a multifile system.
Loading textures and sounds all already allows you to specify a path, provide you ability for "multiFolder" system.

You are talking about CCB repairs, it is very rare(I've never faced it) that you will get any issue with textures when you are using internal textures and transfer the project to another system. It will never lose textures. This will only happen if you are using external textures because you need to provide those textures along with the ccb.

And most of the devs in the community don't want to open-source their game, which means they want everything embedded into the exe file itself. The issue that you are talking about happens with the embedded sound not with the textures, and as sound files are generally streamed through the folders, and even the embedded sound on transferring to the new system. You need to have the original files in the same path. Otherwise, they will only play in the editor and will never get embedded in the exe. So that is also only happens with sound files.
For textures, there will be no issue.

I appreciate the efforts you are putting into this tool, but that will be just a total waste if people are not going to use it. You should try investing your time in more productive stuff that will actually benefit the community, I don't know the whole idea of why you are creating an additional exe for it. you can do that with a simple CopperCube plugin as well. No need to create an exe, with Coppercube plugin I don't have to launch an additional program and all of the data will get loaded automatically whenever I start Coppercube. And it is also not like that this is not possible in CC's plugin. It will also remove the virus warning.

I put a download warning in the post where you share the link for the plugin. Hope you will create a better tool :)


sakura
Registered User
Quote
2023-03-13 14:37:10

Guest wrote:
Your plugin doesn't make any sense, all of this is already possible without your plugin, so why should anybody use your plugin, we can easily create actions or import other libraries by simple dummy actions or behaviors. Your plugin makes no sense to me. Also stop calling it that it will change the native components of the engine.
It won't provide the native workflow. You can use almost any javascritp library out there. and copperucbe already has savetexture command. there are already behaviors and actions that allows writing shaders without actually stringifying them.


You're right, this may only work for my workflow. The game engines I've used before are not called no-code engines like CopperCube. Instead, their workflow was to add scripts to the project directory to develop the game. I brought this workflow to CopperCube here, so it may seem strange.

The core of this plugin is based on C++ development, so I know it well.

I agree with you on this one: And to be honest people who codes their own script and their own stuff will not be interested in this stuff at all.

After all, everyone likes to use what they develop because it works best for them and you have fun developing it.

I'm just sharing what I have, describing how it works, and listening to people's opinions and ideas.

It may not make sense to others because everyone may have their own workflow, but I think the most important meaning is that you are willing to share your ideas.


sakura
Registered User
Quote
2023-03-13 14:40:18

wrote:
@Sakura, your file still shows a virus warning, I personally also don't know the use of this plugin. Just like others I also think whatever you are offering is already doable in CopperCube and is already in a very simplified way. Your plugin seems to make it more complicated than simplifying it or helping.


Thank you very much for your comment, I understood a lot through Guest's comment. Like I said in the post above, everyone has their own workflow and these tools and plugins may only work for me. But I think it's still relevant because I learned a lot from discussing with you, for example how people solve their troubles when developing games.

Thanks again for all the comments.

This shader file is converted to a string when compiled, and you don't need to carry it with you when the game is released. I actually developed this feature because I have a shader editor where I write code to test the effect and then don't need to paste it into the js file as a string, which is convenient.

About the virus issue, there are actually quite a few anti-virus software that report it as a safe file. But because it's an exe, there will always be some anti-virus software that thinks it's a virus. This is why people are quite averse to these tools and plugins.

As for why you need an exe, it's a common solution that DLL plugins need to be loaded using this service, unless you know how to load the plugins yourself using a static method.

But like Guest said: And to be honest people who codes their own script and their own stuff will not be interested in this stuff at all.

If you can load the plugin yourself, you may not even need it anymore, you already have enough ability to implement everything you can think of.

About the future, I will continue to share more development experience with everyone. I shouldn't release my own tools and plugins anymore, because they are not necessarily useful for others, but I will continue to share other things.


just_in_case
Moderator
Quote
2023-03-13 15:03:38

Will be looking forward to your other tools and extensions, and sorry my intention was not to demotivate you. I appreciate your efforts and skills, if you know C++, then I would like to ask you to delve into CC's source and improve the engine itself that will be very beneficial to the community.


sakura
Registered User
Quote
2023-03-13 15:18:45

In fact I would really like to improve CopperCube directly, but since there is a lot of uncertainty, mainly because I don't know if CopperCube will continue to be updated, e.g. with version 7.0, So I am mainly sharing some helpers and plugins.

If it's not updated someday, it will make more sense to develop it again based on the final version, just like many old games that are still launching mods today.

Thank you, in fact I'm not discouraged, on the contrary I just found some new ideas from another post.


Create reply:


Posted by: (you are not logged in)


Enter the missing letter in: "Internatio?al" (you are not logged in)


Text:

 

  

Possible Codes


Feature Code
Link [url] www.example.com [/url]
Bold [b]bold text[/b]
Image [img]http://www.example.com/image.jpg[/img]
Quote [quote]quoted text[/quote]
Code [code]source code[/code]

Emoticons


   






Copyright© Ambiera e.U. all rights reserved.
Privacy Policy | Terms and Conditions | Imprint | Contact