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CopperCube 6 released

bracer
Registered User
Quote
2018-07-14 17:19:01

Can we orbit around a selected object as I have request over and over again in the editor ?


remo
Registered User
Quote
2018-07-15 12:42:33

niko wrote:
CopperCube is now free.

there are also two additional editions available with a few more features which can be bought: Professional and Studio edition.
- Post-Processing Effects


I don't think it will bring many new customers.
You should go on the Unreal Engine's path if you want to become popular.



hgi wrote:
Anyone else noticing performance issues whilst using post effects?


They are CPU killers.
Not a viable option for mobile devices and entry-level PCs.


tumira
Registered User
Quote
2018-07-15 14:15:33

How do you turn on Anisotropic Filtering in Coppercube 6 ? I think the option is available in CC5 but currently not in 6.


bracer
Registered User
Quote
2018-07-15 17:56:21

Just downloaded coppercube 6 and played around with it.
There is still no way to orbit around a selected mesh, how is this still not a thing in coppercube ?

The amount of tedious work one have to do just to rotate to see the front of a character to his back, a bunch of rotate and pan repeat again and again just to see the other side of the model instead of a simple rotate around selection feature and this gets progressive worst the further way the mesh is from the origin.

Why is it that in the history of coppercube nobody think this should have been in coppercube 0.1 already ?

And now we are at version 6 and we STILL don't have it I am so confused.


niko
Moderator
Quote
2018-07-16 08:46:36

Anisotropic filtering: Select an object, then in the material tab at the type of material choose "Advanced settings", then "anisotropic.

Why is it that in the history of coppercube nobody think this should have been in coppercube 0.1 already ?


Usually, feature requests are worked down by priority. That feature has 2 requests yet. By comparison, the topmost wanted feature has 165 requests currently. :)


misterpaint
Registered User
Quote
2018-07-16 08:58:37

GREAT!!!!! AHHH!!! FANTASTIC!!!! Thank you NIKO!!!


remo
Registered User
Quote
2018-07-16 09:35:25

niko wrote:

Usually, feature requests are worked down by priority. That feature has 2 requests yet. By comparison, the topmost wanted feature has 165 requests currently. :)


When you implement a new feature, you need to create a "filter" for dumbs, noobs and advanced users.
Otherwise CC will be bloated with worthless things, but the BASIC features are still missing.

Two years ago, I've asked for a BASIC feature: "Full FBX import, including animations"
Glad to see it now finally implemented ... never too late, isn't it?

In any case, many basic features are still missing.
On the other hand, as I said before, your current Free/Professional/Studio approach is not good.
Do that after CC becomes popular, not now.
Solution (Unreal Engine):
Create a single full featured version for free.
That will bring you more and more new customers.
After that you can start selling items (high-quality assets, pieces of script, etc).

cheers


j9907
Registered User
Quote
2018-07-16 10:08:41

I still don't see why people even buy assets... It's pointless and quite lazy... If you're gonna make a game, make the assets yourself / with your team. It reminds me of the boatloads of garbage which go on Steam: people just buy random assets and put them together in a game engine and then sell it as a "game" when, in fact, it's just a hodge-podge of other people's work... Some (maybe even most?) people will pirate said assets...

Same with buying scripts: In my opinion, you might as well should just not make games if you have to rely on user-made scripts instead of implementing the stuff yourself... You're not gonna impress anyone when you make a super cool title and they ask "Did you do all this yourself?" and you respond with "Nah. I downloaded some scripts I found online, and those models you see weren't made by me either."

Most people seem to not realize that Niko's really the only guy who works on the engine day in and day out, and I'm sure that making something as sophisticated and complex as a game engine isn't an easy undertaking. That, and as far as I know, FBX is a proprietary format so writing an importer would involve some serious reverse engineering and technical know-how...

The only thing that is holding CC back from being used / being looked at as a decent engine by many companies is the visuals. They're quite dated and are in dire need of some TLC.... But at the same time, making a whole new renderer / adding something so large is going to take quite a bit of time. Again, going back to how Niko's the only guy who works on the editor's source code (@niko if I'm wrong here, do let me know!)


remo
Registered User
Quote
2018-07-16 11:11:34

j9907 wrote:

I still don't see why people even buy assets...

Same with buying scripts


Because that's the only way to make money with CC.
You still don't see the whole picture.
CC is not a professional tool for game developers.
It's more like a toy for juniors and noobs.
But the clients are not interested in games made by juniors and noobs (presuming they can create anything at all).
In the "open source" era you cannot sell apps to juniors and noobs.
But you can sell assets and scripts to beginners and expect them to promote your work.
When you have a competitive and popular app, you can think about "professional" versions ...


ssatguru
Registered User
Quote
2018-07-18 04:00:00

I remember reading about CopperCube sometime back.
Never tried it out because it was commercial and many other good free choices existed then and today.
Now that it is free I downloaded and tried it out and it frankly blew me away.
So much in such a little package.
- less than 100mb - compare that to GBs with Unity and Unreal
- the speed with which it does windows and webgl build is amazing.
- the small size of webgl build!!
- the ease of adding behaviours, terrain, room etc
- so many import options - blend, fbx, obj etc
And all this from a one person team!!
Awesome. Thank you.

Couple of newbie questions regarding the editor.

Is there a way to rotate the editor camera around an object?
All 3d editors, Unity, Unreal, Blender etc provide a way to focus a camera on an object and then orbit camera around it.
Makes it easy to positiona and checkout objects.
Almost mandatory in a 3d editor.
Very cumbersome with out it.
Could not figure out how to do that in CopperCube.

Also anyway to use aswd keys in addition to arrow keys to move the camera editor?


niko
Moderator
Quote
2018-07-18 17:04:16

Is there a way to rotate the editor camera around an object?

Right now not, sorry. It could be possible to add this using a plugin. But there have been made a few requests for something like this during the last days, so it's much more on the top now of my priority list.


ssatguru
Registered User
Quote
2018-07-19 00:55:06

Right now not, sorry.
Bummer :(
It could be possible to add this using a plugin.
I see we can do editor plugins. Any hint on how we can do this ? what kind of api , for example?.
But there have been made a few requests for something like this during the last days, so it's much more on the top now of my priority list
Great! Looking forward to that.


niko
Moderator
Quote
2018-07-19 05:25:06

It's the same Javascript API as for the games, see the documentation (you can also use the ccb*.. commands with 'editor' in the name.
Also, you can just download a plugin an see how its done.


tim12345
Guest
Quote
2018-07-27 23:10:19

Whoa! :)

Always insanely impressive!

I didn't get what I asked for in this update... ... but i'm not going to be a grouch about it!


mrbnatural
Guest
Quote
2020-01-17 00:28:30

Howdy everyone! I'm a noobie to CopperCube 6, and game engines in general. I installed CopperCube 6.3 on my MacBook Pro running Windows 7. I've got two problems:

(1.) Following an online tutorial, I created a very simple room in the default skybox, added two objects and a First Person Shooter Camera. When I did Test as Windows Application (.exe) my simple scene works very nicely. So far so good.

So then I Published it. It seemed to do that, but I can't find the published file. So I decided to publish it again, using File > Publish > Publish as Windows Application (.exe), to see if I missed some important info. When I tried to do that I got the message "The file has been published successfully as C:\Users\[username]\AppData\Local\Temp\coppercube...".

This is strange since there is no AppData in Window 7's file manager after I get to C:\Users\[username]j\ ! BTW, I tried doing a search for the Application Name I gave it. No luck.

What am I doing wrong?

(2.) When I first tried to publish my simple, tutorial scene I checked the VR Support (Oculus Rift): box. I received two messages: I had to do some updates to my Windows 7, and I had to install Oculus runtime 0.4.2.

I updated my Windows 7, and installed Oculus runtime 8 at first, then additionally installed Oculus runtime 0.4.3. Both times CopperCube said it couldn't publish until I installed runtime 0.4.2. Is it a matter that I have to install CopperCube 6.3 on the computer that I'm running my Oculus Rift-S on? If so, that a bit of a pain.

Anywho, I much appreciate any help I can get. Be well :)


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