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1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 29, 2014, 12:01:47 AM
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341  Community / Jams & Events / Re: Hostel accommodation for TIGJam UK7 on: May 20, 2012, 12:52:26 PM
yeah, still ok for 3 nights
342  Developer / Technical / Re: 3d plane drawing on: May 20, 2012, 11:46:34 AM
I have completely forgotten everything i learned about matrices since I did A-level maths.

Could you write that in pseudo code?

also, is that the root of my problem, because I am using the same rotation calculation on my billboarded sprites and they all appear in the correct position.
343  Developer / Technical / Re: 3d plane drawing on: May 20, 2012, 11:32:44 AM
I am certain it is because the distance is always positive, but i'm not sure how to fix it, or if there is another way i should be going about it.
344  Developer / Technical / 3d plane drawing on: May 20, 2012, 11:17:28 AM
i'm writing a very basic 3d renderer in as3/flashpunk in preperation for 7dfps.

I've managed to billboard sprites ok (after a huge amount of work), but I want to draw a simple rectangular floor in a solid colour.

So far, if you are completely outside of the area of coloured floor, you can view the shape as it should, but since the y position is based on the distance from the camera, the corners go BACK INTO the shape when you are standing on it.

here is what I have: http://dl.dropbox.com/u/8943931/threed/threed%20%282%29.swf

controls are WASD to move, and JL to turn left/right
to get your bearings, press "3" to turn the 3d off and view the world top-down.

I am only drawing the outline of the floor in 3d so far. I suggest moving to a corner of the floor, just outside it, then walk towards the center. it just fucks up royally.

here is the messy uncommented code:
Code:
var angle1:Number, angle2:Number, angle3:Number, angle4:Number, dist1:Number, dist2:Number, dist3:Number, dist4:Number, x1:Number, x2:Number, x3:Number, x4:Number, y1:Number, y2:Number, y3:Number, y4:Number;

bit = new BitmapData(FP.width, FP.height, true, 0x00000000);

angle1 = FP.angleDiff(FP.angle(floorRect.left, floorRect.top, Main.camera.x, Main.camera.y), Main.camera.direction * FP.DEG);
angle2 = FP.angleDiff(FP.angle(floorRect.left, floorRect.bottom, Main.camera.x, Main.camera.y), Main.camera.direction * FP.DEG);
angle3 = FP.angleDiff(FP.angle(floorRect.right, floorRect.top, Main.camera.x, Main.camera.y), Main.camera.direction * FP.DEG);
angle4 = FP.angleDiff(FP.angle(floorRect.right, floorRect.bottom, Main.camera.x, Main.camera.y), Main.camera.direction * FP.DEG);

dist1 = FP.distance(floorRect.left, floorRect.top, Main.camera.x, Main.camera.y);
dist2 = FP.distance(floorRect.left, floorRect.bottom, Main.camera.x, Main.camera.y);
dist3 = FP.distance(floorRect.right, floorRect.top, Main.camera.x, Main.camera.y);
dist4 = FP.distance(floorRect.right, floorRect.bottom, Main.camera.x, Main.camera.y);

x1 = (FP.halfWidth) + (FP.halfWidth * Math.sin(angle1 * FP.RAD) * Main.FOV);
x2 = (FP.halfWidth) + (FP.halfWidth * Math.sin(angle2 * FP.RAD) * Main.FOV);
x3 = (FP.halfWidth) + (FP.halfWidth * Math.sin(angle3 * FP.RAD) * Main.FOV);
x4 = (FP.halfWidth) + (FP.halfWidth * Math.sin(angle4 * FP.RAD) * Main.FOV);

y1 = FP.halfHeight + ((10) / (dist1 / FP.halfHeight));
y2 = FP.halfHeight + ((10) / (dist2 / FP.halfHeight));
y3 = FP.halfHeight + ((10) / (dist3 / FP.halfHeight));
y4 = FP.halfHeight + ((10) / (dist4 / FP.halfHeight));

//bit.floodFill(
bit.setPixel32(x1, y1, color);
bit.setPixel32(x2, y2, color);
bit.setPixel32(x3, y3, color);
bit.setPixel32(x4, y4, color);

can anyone help??
345  Developer / Technical / Re: Calculating scale to fake 3D on: May 20, 2012, 11:09:07 AM
yeah 1/z is what you should use.

ref: i am writing a 2d faux 3d engine atm
346  Community / Jams & Events / Re: Hostel accommodation for TIGJam UK7 on: May 19, 2012, 10:45:17 AM
When this gets reorganized, i'd like a space please! Smiley
347  Community / Competitions / Re: 7DFPS on: May 17, 2012, 02:31:00 PM
i've been writing up a really weird faux 3d engine on paper today

i'm hoping my maths works out.
348  Community / Jams & Events / Re: TIGJAM UK 7 : 27-29 July on: May 17, 2012, 02:24:09 PM
ORDERED TRAIN TICKET
349  Developer / Collaborations / Re: Arkham Shadows - LoFi Oryx Horror - Looking for code/design on: May 16, 2012, 02:01:31 AM
I'd love to help, but I think it'd be wise for me to finish my current project first.
350  Developer / Design / Re: Pitch your game topic on: May 14, 2012, 10:08:13 AM
the bourne identity?
351  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: May 13, 2012, 08:25:38 AM
Gameboy color style mockup, minus the color restrictions.

awesome nurse

Maybe it could use some background tiles?
It reminds me of commander keen games, without the background tiles. i think it works. (the window definitely helps)
352  Developer / Technical / Re: The grumpy old programmer room on: May 11, 2012, 04:21:35 PM
sounds like at the time when you call the #define it isn't defining properly, but i don't know what defined(_WIN32) and if it could be different at that point.

maybe you can't do #defines like that? dunno. i dunno c++
353  Developer / Workshop / Re: Pushing pixels with a little Dev log aswell! on: May 11, 2012, 01:18:29 PM
His pose is looking better, but his arms are looking a little bit chunky at the top. The non-black outline has definitely helped, but the fact there's no outline on the head should probably be addressed.
354  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: May 11, 2012, 01:16:46 PM
Yes, you are. The tiles in that pic are all 10x10. I think it makes a nice change!

Great colours, too.
355  Developer / Art / Re: show us some of your pixel work on: May 11, 2012, 03:51:29 AM
the proportions aren't so hot on your guy; as you can see jo made his legs longer. He also relaxed the whole pose so he isn't standing as if he is tied up.  The shape of the head is really nice, and as you can see didn't change much at all in the edit. There are a couple issues with colour but they aren't the root of the problems with your piece. For future reference, feel free to use the Workshop for more CC on your work!

I'd love to see what you do with your next piece!
356  Community / Jams & Events / Re: Midlands Indies - Next: 9th May in Birmingham on: May 09, 2012, 08:18:57 AM
after 45 minutes walking I found the place Smiley now I know where it is ill have a little jam round town. anyone else here?

green hoodie; blue satchel; sitting awkwardly on a stool, place is packed.
357  Developer / Technical / Re: The grumpy old programmer room on: May 05, 2012, 01:52:46 PM
copy... paste...
358  Player / General / Re: TIGSauce's most epic posts on: May 04, 2012, 03:57:37 PM
making some grass tiles

halp me pls

im no expert on grass but I think more blades and less circular clumps might help up the "g factor" (g stands for grass)

was just pretty fly
359  Player / Games / Re: Famicase 2012 = AGBIC 2012? on: May 01, 2012, 10:31:51 AM
doin it
360  Community / Jams & Events / Re: Midlands Indies - Next: 9th May in Birmingham on: May 01, 2012, 03:25:41 AM
I can get an open return train ticket for birmingham, but it gets there for 4:30, will anyone be around at that time or shall i just jam around town for a couple hours?

also, how long do these things usually last?
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