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Re: What are you working on? [Re: EvilSOB] #391454
01/12/12 12:18
01/12/12 12:18
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
falling fans shouldn't explode. Shoot direction didn't match mouse position, otherwise nice idea (ABUSE(tm)?)


Follow me on twitter
Re: What are you working on? [Re: mk_1] #391506
01/13/12 14:07
01/13/12 14:07
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
WIP dude... Fan exploding (on ground) just a placeholder-animation sprite.

Aiming angle WAS a known trigonometry issue, that is now resolved.
A bit more of the games 'fake' physics is in place, but still no enemy.

UPDATED


TM abuse?!? Nahhh.. Its just a demo. To hone my skills on...



"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: What are you working on? [Re: EvilSOB] #391543
01/13/12 18:50
01/13/12 18:50
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Cool demo.

Why not increase the challenge once we hit the four things ?
Like moving ones ?

You could make bigger effects when we hit the ventilators, we see nothing noticeable when we hit them !
When all was down there was lightening issues on the wall behind !

Re: What are you working on? [Re: ratchet] #391551
01/13/12 19:58
01/13/12 19:58
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Finished today the loading of hmp's, (re-)saving for terrain entities and other functions for dealing with (modified) terrain entities.

For accomplish the following screenshot, I do the following:
  • create terrain from bitmap (height values on red channel are encoding the height)
  • create a lod version, in which the mesh is reduced by 95%
  • load some common terrain from .hmp file
  • create the same again and modify the terrain by the heightfield which I got after reducing the first terrain. Since the target terrain has more cells than the (reduced) source terrain, I bicubically interpolate the height data
  • then I save the modified terrain to file and load the newly created file from hard disc as a brand new entity


(click the image to enlarge)



Please note that all procedurally created / modified terrains have correct normals.

And the code it is simple:

Code:
function terrainPerlin ()
{
    my->scale_x = my->scale_y = my->scale_z = 0.07;
}

int main ()
{
    video_mode = 11;
    
    level_load("");
    vec_set(sky_color, vector(100, 50, 25));

    vec_set(camera->x,   vector(0, -663, 349));
    vec_set(camera->pan, vector(90, -26, 0));	
    
    // create terrain from bitmap
    
        BMAP* bmapDonut = bmap_create("donut.bmp");
        
        float minZ = -32, maxZ = 32; // min and max height for 0..255 grey values
        float width = 140, height = 140; // x- and y-size
        
        Hmp* hmpDonut = hmp_createfrombmap(bmapDonut, width, height, minZ, maxZ);
        hmp_addskin(hmpDonut, hmp_createskin(bmapDonut, NULL, NULL, NULL));
        
        // create entity from hmp representation
        ENTITY* entDonut = hmp_entcreate(hmpDonut, vector(-300,0,0));
        
    // create 5% lod version
    
        float lod = 0.05; // 5% (mesh reduced by 95%)
        ENTITY* entDonutReduced = hmp_entcreatelod(hmpDonut, vector(-150,0,0), lod);
        
        // derive hmp from entity
        Hmp* hmpDonutReduced = hmp_createfroment(entDonutReduced);
    
    // load some common terrain from .hmp file
        
        ENTITY* entPerlin = ent_create("perlin.hmp", vector(0,0,0), terrainPerlin);
        
    // create the same again and modify terrain by
    // reduced heightfield, bicubically interpolated
    
        ENTITY* entPerlinModified = ent_create("perlin.hmp", vector(150,0,0), terrainPerlin);
        hmp_entpaste(hmpDonutReduced, entPerlinModified);
        
    // save modified terrain to file and load as new entity
    
        hmp_entsaveto(entPerlinModified, "perlin_modified.hmp", false);
        ENTITY* entPerlinModifiedLoaded = ent_create("perlin_modified.hmp", vector(300,0,0), terrainPerlin);
}



Re: What are you working on? [Re: HeelX] #391608
01/14/12 08:50
01/14/12 08:50
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
@HeelX: definitely awesome! laugh

Re: What are you working on? [Re: Hummel] #391651
01/14/12 15:51
01/14/12 15:51
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
Sau-cool! Mehr davon!


Always learn from history, to be sure you make the same mistakes again...
Re: What are you working on? [Re: Uhrwerk] #391670
01/14/12 18:50
01/14/12 18:50
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Thank you smile I will finish the saving of maps for my editor (regarding the features that are supported, mainly terrain and arbitrary objects, more will follow) and then I'll add terrain deformation and then I show maybe a video or the like smile

Re: What are you working on? [Re: HeelX] #391676
01/14/12 19:45
01/14/12 19:45
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Yesterday, i started to do a commandline version of my GenesisPrecomipler, so integrating it into other IDEs should work fine.

Here is it running from CodeBlocks:


My Precompiler starts the LiteC compiler when no errors occured.
I save the LiteC errors into the usual ackerr.txt. For some reason it only says:
Error in line xy
But never shows the filename where it occured o.O


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: What are you working on? [Re: Rackscha] #391761
01/15/12 17:32
01/15/12 17:32
Joined: Oct 2008
Posts: 15
M
memoli Offline
Newbie
memoli  Offline
Newbie
M

Joined: Oct 2008
Posts: 15

Last edited by memoli; 01/15/12 19:13.
Re: What are you working on? [Re: memoli] #391777
01/15/12 20:43
01/15/12 20:43
Joined: Oct 2008
Posts: 15
M
memoli Offline
Newbie
memoli  Offline
Newbie
M

Joined: Oct 2008
Posts: 15
no comment hmmmmmmm??

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