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Marleys Ghost

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Everything posted by Marleys Ghost

  1. A small demo of swarming 3D qboids in LE2. This is a slow motion video capture of how the rules effect the behaviour: Controls Cohesion - Q increase - A decrease Alignment - W increase - S decrease Separation - E increase - D decrease Reset qBoids - R qBoids - T increase - G decrease you will need to Reset the qBoids for a change in number to take effect. All other settings are realtime. The B key will toggle on and off the outline of the confinement volume, and the Z key toggles an application speed attenuation function which attempts to keep the qboids moving at roughly the same speed no matter how many (min 10 - max 250). This is basically a proof of concept WIP. For more information about this file: http://www.leadwerks...t-the-flockers/ Rev 00 Rev 01
  2. To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries. Leadwerks Related Blog Entry. Meet The Flockers.
  3. Have you tried rebuilding lua-gluefunctions.bmx?
  4. For the record, that was kind of my point, which renders "LE2 + upgrade < LE3" too vague to draw any real financial conclusions from.
  5. It has been said many times, LE2 + Upgrade will be less than LE3 Full ... but of course if LE2 is $199.99 and the upgrade is $1000 and LE3 full is $1200 .. then LE2 + Upgrade is less than LE3 Full
  6. Try under 3D Tools --> AutoSmooth Faces ---> check Face normal .. click ok. (need to select the mesh first for the AutoSmooth Faces to become active). See if that helps.
  7. Probably easier to post the code you currently have.
  8. Well you said you had tried both ways, post your code and maybe we can see where you are going wrong.
  9. BlitzMax has direct OpenGL support so you can use BlitzMax for direct OpenGL programming. If you want to go that route and I believe you are using c++ then, Masterxilo did a tutorial on the basics which might still be available. What I would recommend as you are just starting out is to use the overhead camera approach with a render to texture routine, this will eliminate a whole host of issues that need to be overcome when using a more complex approach, from tracking to actually making the map image. EDIT: Yes, Masterxilo's Tutorial is still available: http://www.leadwerks...for-drawing-r19
  10. ok, I had a few mins so I based the scroll function off my OpenGL DrawAndRotateImage() function ... seems to work ok. A Simple Demo:
  11. I don't know anything about coding shaders, so I cant advise there or even speculate at any impacts that approach may have, you could always use OpenGL to "scroll" about a loaded image, write your own "DrawImage2" function that would adjust the image origin to a new position then scale the image up and output to the screen. Of course then you'd have to put contraints on that "movement" to prevent going off the "map" and stop unwanted tiling. In Furious Frank I did not bother with a map just an Enemy radar which relied on DrawImage, 3D maths, a spherical coordinate system and some trigonometry.
  12. It was with reference to an overhead cam and a render to texture. @Mika ... really? where was the stipulation it had to be round? ... oh thats right ..
  13. Well, put it in the Assets folder, just don't be so secretive about it, tell Mr SetZipStreamPassword that is where you put it. SetZipStreamPassword( str url, str password )
  14. More than likely, as I said Just some extra info for you from your test map and objects.
  15. Same scene, same model, nothing changed the pics were for additional info.
  16. Just some extra info for you from your test map and objects with all FX on and settings at max.
  17. The simplest way would be to create a pivot, move that to the x,y,z co-ordinate you want the camera to point at and then use PointEntity: PointEntity(Camera, Pivot, 3, 1.0, 0.0)
  18. If memory serves (which it does now and then) somewhere in the murky past the controllers origin was changed from the centre to the base of the controller .. I thnk the position the cam is moved to in that tutorial is a y value multiplied by 0.5 ... try removing the 0.5
  19. "It's not supported in LE2. This is actually one of the things I am working on in LE3. It's a lot harder than I expected, because nobody writes spherecasting code for an irregularly scaled sphere against a triangle." Unless the Spherecasting function allows for the return of data from individually picked points which would be required to do the contrast and compare needed for this method, I dont think it would be of any benefit. If you use Kens basic array in his picture its a total of 4 casts and some basic maths, and covers only a relatviely small portion of what would be the surface of a sphere .. only flatter. You are welcome, I thought it might help visualise whats been said, but you are on the right track though.
  20. Hey tournamentdan, thanks, not sure that old pic deserves any credit for your decision but its nice to know it may have had some use lol, I forgot all about it, it was one of my first that I uploaded to the gallery (where ever that is now lol), but I do find sometimes when I come across old work it gives me a little flourish of inspiration to try and do better with the original idea.
  21. I was going through some old Buffer code yesterday with regard to some CCTV ideas myself and Macklebee had been working on, a few hours ago I found my test code for one of the first 3rd Person cameras I did using a raycast array, so to show the difference between using a single cast and an array of casts I combined the two codes to show the advantages of a raycast array. The first section shows the cam position being generated by a single raycast, the top left screen shows the actual camera view, the green sphere in the main screen is the calculated position of the camera. In the second section an array of casts is used, again the top left screen shows the actual camera view, the green sphere in the main screen is the calculated position of the camera and this time the red spheres mark out the boundary of a simple raycast array. Kens Graphic shows how to layout a basic array.
  22. Which is why using a single cast followed by a camera move forward will not eliminate clipping, it may reduce it on some flat surfaces but posts and pillars are a different matter, and as you know when the 3rd Person character is close to, for example a wall, you will find the camera inside the characters head looking out. I use an array similar to that in Kens illustration.
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