Thread: Lanthanide and Actinide

  1. #31
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    napkin I don't get in the way of other people that actually have something to teach to me, and I'm not cocky in person...but I've put more work into 3d programming than any of you.
    Last edited by Silvercord; 08-03-2003 at 06:19 PM.

  2. #32
    Crazy Fool Perspective's Avatar
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    Originally posted by Silvercord
    Yeah, I'm better at graphics programming than most (if not all) of you guys, but whose fault is that. It's kind of stupid to make stupid suggestions to someone who knows more than you...BIG STUPID FACES!
    how can anyone disagree with that???? Silver is just such a super amazing graphics programmer, i mean look at this screen shot from his latest 3D graphics engine. i think the picture says it all.

  3. #33
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    i think we should beat him up and make fun of his mother

    and i can't tell if you are being serious perspecitve, that link doesn't work...it's probably a picture of super mario brothers to make fun of me or something, which would have been cool about thirteen years ago
    Last edited by Silvercord; 08-03-2003 at 06:53 PM.

  4. #34
    *******argv[] - hu? darksaidin's Avatar
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    my first one looked like this.

    did I say looked ? looks =)

  5. #35
    Pursuing knowledge confuted's Avatar
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    Mine looks like this right now, and is being improved as we speak.

    Note: That site is not hosted reliably. It's hosted on my computer, and there have been a lot of thunderstorms recently, so I keep shutting down. If it doesn't work, just try it again later.
    Away.

  6. #36
    Crazy Fool Perspective's Avatar
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    Originally posted by Silvercord
    i think we should beat him up and make fun of his mother

    and i can't tell if you are being serious perspecitve, that link doesn't work...it's probably a picture of super mario brothers to make fun of me or something, which would have been cool about thirteen years ago
    i was just screwin with ya silver, all in good fun. The link works now (damn web host server was down for a bit)

    since everyone is postin links to screen shots.... here
    note* sky box images stolen from gametutorials, still workin on makin my own.

  7. #37
    napKINfolk.com napkin111's Avatar
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    While we're at it, here's my current game. Its still in alpha, but I'm pretty pleased with it.

    //napKIN

    (disclaimer: Carmack is the ruler of all, please don't sue me)
    "The best way to get answers is to just keep working the problem, recognizing when you are stalled, and directing the search pattern.....Don’t just wait for The Right Thing to strike you – try everything you think might even be in the right direction, so you can collect clues about the nature of the problem."
    -John Carmack

  8. #38
    Registered User Bieh's Avatar
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    While we're at it, here's my current game. Its still in alpha, but I'm pretty pleased with it.
    Looks strangely familiar

    Anyway, it's a faintly plausable excuse to post pics of my game (resized down from 1024x768)

    Random Battle
    Not for the faint at heart
    Closeup shot
    (very basic) menu
    Boom!
    Sniper in LavaLand
    Last edited by Bieh; 08-04-2003 at 03:13 AM.
    "It always takes longer than you think, even when you take Hofstadter's Law into account."
    -Hofstadter's Law

    Bored? Try my game SpaceWars , made in Allegro and VC++
    or see my new game Redoubt , made in OpenGL and VC++

  9. #39
    Registered User Nutshell's Avatar
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    Wow bieh awsome. Are you using directX?

    You've come a long way since i when i saw your "space wars" last.

  10. #40
    Registered User VirtualAce's Avatar
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    Perhaps the bug of looking down while running into walls does have an easy fix. Are you testing for wall collisions along the camera vector only or are you testing between the character's position and other polies in the game? The only way I could see walking through walls would be if you are testing along the camera vector which would effectively allow you to walk through walls while looking down. Because you are moving perpendicular to the ground and never get closer to it, you will never get a collision with the ground.

    If this is true, then theoretically looking straight up would do the same thing, I cannot download the demo b/c I'm at work so this is just a guess as to why this is happening.

    Better way to put this is that the view frustrum changes when you look down and up - if you are testing for collisions only inside of the view frustrum, then you will never get one while looking straight up or straight down. Your collision code should have nothing to do with the camera vector and everything to do with the movement vector. If you test along the movement vector, thus having nothing to do with the camera/view vector, you should be able to walk backwards, forwards, sideways into walls all while looking whichever direction you want to.

  11. #41
    Crazy Fool Perspective's Avatar
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    Originally posted by Nutshell
    Wow bieh awsome. Are you using directX?

    You've come a long way since i when i saw your "space wars" last.
    he's using OpenGL (its in his sig)

    looking very good Bieh

  12. #42
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    polygons aren't ever accessed in this collision detection, and if they are ever accessed they will always be the last things tested

  13. #43
    Registered User VirtualAce's Avatar
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    Then how are you detecting whether you hit a wall or not??

  14. #44
    Registered User Bieh's Avatar
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    Originally posted by Nutshell
    Wow bieh awsome. Are you using directX?

    You've come a long way since i when i saw your "space wars" last
    Originally posted by Perspective
    he's using OpenGL (its in his sig)

    looking very good Bieh
    Thanks, guys

    @ Nutshell: Yes, that's OpenGL

    Look for a release in 2-3 months, at the rate I'm going (/me curses school )
    I'll have a website up soon with any luck, instead of the
    placeholder that I've got atm, so check there for updates
    "It always takes longer than you think, even when you take Hofstadter's Law into account."
    -Hofstadter's Law

    Bored? Try my game SpaceWars , made in Allegro and VC++
    or see my new game Redoubt , made in OpenGL and VC++

  15. #45
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    Then how are you detecting whether you hit a wall or not??
    Very, very easily, and at much much faster than per polygon detection

    it's done with convex (normals point outwards) sets of planes that represent the geometry, and a simple algorithm that determines
    1) whether or not you actually hit the actual geometry that is represented by the plane normals
    2) the closest fraction of the intersection
    Last edited by Silvercord; 08-06-2003 at 10:15 AM.

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