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Re: What are you working on? [Re: Rondidon] #393471
02/03/12 19:48
02/03/12 19:48
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
Yep, much better now! laugh


Always learn from history, to be sure you make the same mistakes again...
Re: What are you working on? [Re: Uhrwerk] #393581
02/05/12 00:58
02/05/12 00:58
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands

Spaceport manager game.
Also crappy demo movie here: www.youtube.com/watch?v=_KbPHIG9-f4

Last edited by Joozey; 02/05/12 18:58.

Click and join the 3dgs irc community!
Room: #3dgs
Re: What are you working on? [Re: Joozey] #393583
02/05/12 01:07
02/05/12 01:07
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Very nice. Unique graphics style. Reminds me on the games on our first family computer (a lightning-fast 286 at 16 MHz and MS-DOS 1.0 plus green/black monitor. laugh ). Keep it up!

Re: What are you working on? [Re: Rondidon] #393634
02/05/12 19:00
02/05/12 19:00
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Thanks laugh updated the pic to a newer version. I did it draw_ style for easy and quick prototyping. Creating models or sprites takes a lot of time, and I wanted to focus on gameplay rather. I do add sounds this time (usually I don't) to improve emersion. That definitely works. Beeps for important messages, slow-paced ambient techno/trance on the background.


Click and join the 3dgs irc community!
Room: #3dgs
Re: What are you working on? [Re: Joozey] #393648
02/05/12 21:09
02/05/12 21:09
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Started working on mdl instancing; bones already work:



Code is pretty straight forward; my ackmdl.dll is hiding the ugly stuff:

Code:
Mdl* mdl = mdl_create ();
mdl_addbone(mdl, mdl_bonecreate(NULL, NULL, NULL));
mdl_addbone(mdl, mdl_bonecreate(NULL, vector(50,0,0), mdl_getbone(mdl, 0)));
mdl_addbone(mdl, mdl_bonecreate(NULL, vector(25,25,25), mdl_getbone(mdl, 1)));

MdlCollection* collection = mdl_collectioncreate();

int i, radius = 50, segments = 150;
for (i = 0; i < segments; i++)
{
    VECTOR pos, angle;
    
    var a = i * (360 / segments);
    vec_set(&angle, vector(a, sin(a) * 25, 0));
    
    vec_set(&pos, vector(radius, 0, 0));
    vec_rotate(&pos, &angle);
    
    MdlInstance* instance = mdl_instancecreate(mdl, &pos, &angle, NULL, 1);
    mdl_collectionaddinstance(collection, instance);
}

Mdl* mdlCollection = mdl_collectioncreatemdl(collection);
mdl_save(mdlCollection, "mdlCollection2.mdl");



@Joozey: Your game looks so awesome. Guess what? This lead me to the wikipedia page about airports and airport infrastructures; have a look, it's darn interesting to get to know the real stuff, that drives the real world - you might enjoy it, while getting a flood of ideas for your own game. At least, I had for a theoretical, rather realistic tycoon'eqsque game I am never ever gonna make smile --- best wishes!!!

Last edited by HeelX; 02/05/12 21:11.
Re: What are you working on? [Re: HeelX] #393652
02/05/12 22:15
02/05/12 22:15
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg

[With Sidney Just / JustSid]

Re: What are you working on? [Re: Rei_Ayanami] #393661
02/06/12 02:01
02/06/12 02:01
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
So, we did some more stuff. Eg. making the whole thing work:


Its pretty cool to be honest, aka, we are awesome!


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #393681
02/06/12 10:55
02/06/12 10:55
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
Looking cool. What's the goal? What's ImageFactory gonna do?

Edit: "Combine" looks pretty useless to me. Why don't you just allow multiple outputs for one value of a node?
i.e. Link the value directly to the R, G and B inputs of the bmap, link the "Image" output of the Defocus node does in this picture:
http://www.freewebs.com/pwnage303/screens/bloom_DOF.jpg
Or am I missing something?

Last edited by Germanunkol; 02/06/12 10:58.

~"I never let school interfere with my education"~
-Mark Twain
Re: What are you working on? [Re: Germanunkol] #393686
02/06/12 11:37
02/06/12 11:37
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
Variables can only be connected to one filter, everything else would require more lines of code and since this will be an entry for the 200 lines contest...
Anyway, the goal is to procedurally generate textures by stitching filters together.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #393688
02/06/12 11:52
02/06/12 11:52
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Will you extend this into a more general, versatile tool afterwards?

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