- easy drag and drop interface, create your worlds and place/move your characters directly in the frame editor
- unlimited number of viewpoints you can freely position at any angle
- full 3D rotations for polygons on all three rotation angles
- includes five new pixel shaders specifically designed for P3D
- a complete suite for making games and apps, with included builtin 3D movements for any situation
- "zero hassle ©" collision system checked directly against geometries, no need to draw collision masks, nor any user intervertion needed
- create and destroy 3D objects in runtime
- completely extensionless
- model your objects by combining and merging together (new) shapes
- drastically improved performances, and dynamic loading module for handling bigger worlds
- customizable Skybox for an immersive experience
- perspectively consistent, use any texture size and place it next to any other size, no more limitations!
- create the old games of your youth, or amaze everyone with high-res eye catching graphics
- enhance your 2D games with touches of 3D (a 3D menu, scrolling background, collectible objects...)
- fully customizable: made in Clickteam Fusion!
How does P3D works?
P3D is a complete suite of events and objects allowing you to create 3D worlds directly in the frame editor, with the same Fusion interface you already know and no additional extensions, nor external assets, since you can build everything from scratch directly with the animation editor. To do so, it uses a pixel shader (now five new shaders specifically designed for P3D) for polygons deformations.
P3D also includes all the events for movements and collision detection, with this tool you can have the good old “sprite & poly” games like Doom, Hexen, Ultima Underworld, but of course also modern-looking games (up to you and your textures!) or even use it simply for menus, or animated backgrounds, or as a zooming tool, or whatever you can think of. It all happens in its three layers (one for the interface, others the map, and the projection), so you can handle them the way you like more.
New features in version 2.0 include:
Perspectively consistent projection
the perspective projection is now true at any rate, this and the depth buffer will allow you complete freedom in placing objects, no more forced “grid” placement, no more limitations!
See how you can easily have a “Mario Kart” game, in barely 30 seconds:
No more sorting issues, but not only: you can now have “piercing” polygons, merging one into the other (this allows FAR more freedom in creation and wide new chances of “modeling”) and improved performances thanks to its early rejection of occluded pixels before drawing takes place.
Having 10x10 = 100 ground tiles to cover a 640x640 area was not really friendly for performance, so having change to put that in just a single object is evidently a big step forward alone. But then, a wide number of optimizations have been made in any department of the engine, to make it much more performant.
“Zero Hassle ©” collision detection system
In P3D 1.x you had to draw a correct top view of your 3D objects in the map layer, because they were acting as a collision mask for real polygons.
While this mechanic was solid and it’s still been preserved (optionally) for total flexibility,
it had three main disadvantages:
1) it couldn’t represent complex situations, like bended polygons you could walk below only at certain heights
2) it required you to draw fitting collision masks, which was moderately easy for cubes or small complex polyhedrons, but was increasingly difficult for more complex shapes
3) now with total freedom in object sizes, it would have required you to draw huge actives in the map layer
… so, here comes the new system, directly calculating collisions against polygons geometries,
thus not requiring any user intervention, you can have just small object placeholders in the map layer, no need for perfectly sized masks!
here’s a small gif showing two “virtual” detectors (it’s all math, no actual detector object is used)
approximating surface relevation for collision detection:
Now P3D can create triangles and trapezoids, so there’s a new set of preset shapes you can create (beside the usual “prisms”) like pyramids and flat-top pyramids.
See pointy roofs below:
As much as you can have any size you want and so prepare very big textures, making a large 20000 x 20000 ground plane, or a very tall 15000 x 200 wall isn’t exactly that handy, not completely friendly for memory usage, so here comes “repeating” textures, simply put the keyword “repeat” in “texture_slot” parameter, and scale the object to your likings (with _W_ and _H_ parameters), this will give you large seamless renders as big as you want without having to go crazy.
Per-pixel fogging and lighting
Thanks to the new system you now have these effects directly applied to single pixels, it means you won’t have “whole” polygons disappearing or being lit, now polygons will be smoothly processed pixel by pixel:
Gone is the background layer with his a bit static horizon handling, now the Skybox object allows you to have much more impressive settings, that you can freely customize (and even animate if you’re good enough with graphics!), see quick gif below:
Skyboxes can be made out of panoramic pictures also (with some apt software, some even freely available online)