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Re: What are you working on?
[Re: Joozey]
#393648
02/05/12 21:09
02/05/12 21:09
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Started working on mdl instancing; bones already work: Code is pretty straight forward; my ackmdl.dll is hiding the ugly stuff:
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 --- best wishes!!!
Last edited by HeelX; 02/05/12 21:11.
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Re: What are you working on?
[Re: Rei_Ayanami]
#393661
02/06/12 02:01
02/06/12 02:01
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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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
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Re: What are you working on?
[Re: WretchedSid]
#393681
02/06/12 10:55
02/06/12 10:55
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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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.jpgOr am I missing something?
Last edited by Germanunkol; 02/06/12 10:58.
~"I never let school interfere with my education"~ -Mark Twain
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Re: What are you working on?
[Re: Germanunkol]
#393686
02/06/12 11:37
02/06/12 11:37
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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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
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