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Author: Subject: Battle Zone Wireframe 3d
dom cook
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[*] posted on 30-4-2016 at 08:58 PM
Battle Zone Wireframe 3d


One day this will be a game.
WASD and Arrows move things.

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MikeDX
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[*] posted on 1-5-2016 at 12:50 AM


Just. wow

This is stunning. Dom, you are some kind of machine!

http://js.mikedx.co.uk/bz27.html





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[*] posted on 1-5-2016 at 01:01 AM


Wow, nicely done
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dom cook
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[*] posted on 2-5-2016 at 08:56 PM


Thanks for the positive comments chaps. I really appreciate them.

Here's an image illustrating the latest feature. Aimable turrets and gun barrels. I know I'm breaking from the original here but I couldn't resist the challenge. Besides to be fair, the original game, although very stylish in my book, has almost zero gameplay value. My goal here is to retain the stylishness and work on making it fun to play.


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[*] posted on 3-5-2016 at 12:55 AM


Dom, div can create screenshots, press ctrl+alt+p

Also, it looks bloody amazing. I really liked how you used the map points to give you the coordinates for the lines. Very very smart indeed.

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dom cook
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[*] posted on 3-5-2016 at 01:50 PM




But then I wouldn't get to subtly promote Ubuntu.
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[*] posted on 3-5-2016 at 02:25 PM


Ah yes, very true :)
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dom cook
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[*] posted on 4-5-2016 at 12:37 PM


It might not look like much but that little blue cube is a projectile.

Give it a go.

Relevant new keys are:
Shift keys: these modify the function of the movement keys to aim the turret and barrel of the tanks.
Space key: this fires a shell out of the blue (mostly) tank. (Mostly Red hasn't got one yet, he's been naughty).
Control key: this resets the tank shell if you can't wait to have another go.

Don't expect any fireworks. The shell will just bounce a couple of times and reset itself.

By the way Mike, what's the chances of creating a new DIV function to draw triangles much like the existing one that draws ellipses and rectangles?



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[*] posted on 4-5-2016 at 05:40 PM


Just keeps getting better! very very nice indeed.

We *could* add a triangle, that's easy i guess but im not sure the draw() params have enough to so that, so it either needs to be a separate command or provide an array offset as the x0,y0 param maybe. If we changed x0 to num verts and y0 to struct &verts, that could work - and you could do as many lines as you wanted.


Of course once you're done with BZ, you need to get on the star wars wagon ;)
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dom cook
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[*] posted on 4-5-2016 at 06:11 PM


Quote: Originally posted by MikeDX  



Of course once you're done with BZ, you need to get on the star wars wagon ;)



Sounds like a fun project, I'd have to make a new 3d engine as this one, being built specifically for battle zone, can only rotate objects about 2 axes and the camera about 1. I was a bit daunted when I started and needed to apply a lot of guess work to get it going. I've got the hang of it now though and think I'd be able to make a more comprehensive 3d engine next try. But first I've got to get this thing finished.

Of course, in the meantime, I'm open to making this project a collaboration if there's anyone out there who wants to join in.

Here's its latest version.
New key layout:
Tab: to fire Red's gun
Right Shift; to modify controls.


In the next episode,,,exploding stuff!!

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dom cook
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[*] posted on 4-5-2016 at 06:19 PM


Quote: Originally posted by MikeDX  


We *could* add a triangle, that's easy i guess but im not sure the draw() params have enough to so that, so it either needs to be a separate command or provide an array offset as the x0,y0 param maybe. If we changed x0 to num verts and y0 to struct &verts, that could work - and you could do as many lines as you wanted.



I realised that about the draw params but your solution sounds nice. Would it do filled polygons or just outlines? I'm after filled ones really.
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dom cook
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[*] posted on 6-5-2016 at 05:22 PM


Just a quick snapshot for the record. Notice the fading effect. I'm not sure the blue and red works too well, I'm thinking keep things green. After all it works for this website;) Any thoughts?

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[*] posted on 6-5-2016 at 06:12 PM


I'm sure we can make it do filled and outline polys

Really enjoying your updates on this. very very cool indeed.
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[*] posted on 6-5-2016 at 11:23 PM


Ahhh amazing!! Would love to have a crack at a retro styled 3d space shooter, like Elite 2 or Starfox, once the flat shaded areas has been achieved. :D

Does it used integer based math? So the edges kind of "snap" together rather than moving smoothly? Call me mad but I actually prefer that look. I'm a big fan of retro 3D :3




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dom cook
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[*] posted on 7-5-2016 at 08:59 AM



Thanks for the comment Bread, Not sure what you mean about the integer based maths thing. Was that in reference to BZ or the proposed draw triangle function? As far as this game is concerned, so far it's pure DIV so only integers. Although, it is using a recent build in which Mike upped the limit of draw objects.
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[*] posted on 7-5-2016 at 09:52 AM


You can see it in game Devil Daggers, where there's no floating point math and therefore the vertexes appear to "snap" together rather than moving around in a more smooth and realisic way, haha



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dom cook
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[*] posted on 7-5-2016 at 10:19 AM


Quote: Originally posted by BreadCaster  
You can see it in game Devil Daggers, where there's no floating point math and therefore the vertexes appear to "snap" together rather than moving around in a more smooth and realisic way, haha



Kind of like stop motion?

This runs quite smoothly but smaller objects are prone to a bit of snappiness. If you specifically wanted that effect I think reducing the fix factor, which has a similar function to the "resolution" predefined local in DIV, would do the trick.
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dom cook
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[*] posted on 7-5-2016 at 10:29 AM


Those red lines sticking out the cube were a nigthmare. It nearly killed me getting them straight.
I spent hours last night randomly arranging a bunch of dots and square brackets in a few lines of code with no success.

FInally, this morning I got it. Here's what I was after. It gets the position of the vertex at the end of the line I want to draw

FROM n=bla..bla..bla..
FROM c= bla..bla..bla..
P1x= obj[n].vertex[obj[n].edge[obj[n].face[c].e[0].v1].x;
P1y= obj[n].vertex[obj[n].edge[obj[n].face[c].e[0].v1].y;
P1z= obj[n].vertex[obj[n].edge[obj[n].face[c].e[0].v1].z;
END
END

Is there an easier way than this?
I mean can I make a pointer or something? I had no luck trying.

Anyway the way is now clear for some serious backface culling.

Next episode: Explosions!!


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[*] posted on 7-5-2016 at 12:29 PM


Quote: Originally posted by dom cook  

Anyway the way is now clear for some serious backface culling.

Next episode: Explosions!!


Are you going to code it so the explosion fragments/particles are polys drawn by subdividing the existing polys from the models? You could make an amazing breaking of glass effect if that were the case, even with locational damage ;)

*cracks whip*


Also, Mikey - do you think that once shading is implemented (if it ever is) this could become an engine that actually loads in model formats, like .3ds? I mean I'm sure it'd be pretty tough and arduous to program, but if you were to have a function that reads a 3d model, then breaks it down into vertices and polys in an array/as code... just trying to keep abreast of what this is capable of and what I let my mind wonder to in terms of potential ideas/future uses :)




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dom cook
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[*] posted on 7-5-2016 at 08:05 PM


Quote: Originally posted by BreadCaster  

Are you going to code it so the explosion fragments/particles are polys drawn by subdividing the existing polys from the models? You could make an amazing breaking of glass effect if that were the case, even with locational damage ;)



Dammit! get behind me Satan. I only started writing this because I was mouthing off to a mate about how great I was at making games and that I could do it in an evening. What a doughnut! Now this thing has now taken on a life of its own. Today I've been mucking around with a cloth simulation so I can have a little flag on the back of the tanks.
And now you've got me thinking again. I like the exploding glass idea, but not for the tanks themselves, That's one area where I'll stick to the original at least in style. but obstacles could go that way. I can see it now. Thanks Breado! Can I call you Breado?


BFC in action

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[*] posted on 8-5-2016 at 03:14 PM


Well, they could seperate into primatives, if you like. Cylinder for the turret, trapezium for the bit the turret's mounted on, prisms and cuboids for the body... shoot the tank and then it all falls apart like a Lego creation getting smashed. it'd also give you the oppertunity to code some basic object physics ;D and yes feel free, lol.

Also, BFC?




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dom cook
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[*] posted on 8-5-2016 at 05:18 PM


Yes, that's kind of the plan.

See here:
http://my.ign.com/atari/battlezone

You can also see a pretty nice breaking glass effect when you get hit. Is that the sort of thing you had in mind?


I shouldn't have looked. It looks like the parts do fragment. Cool more work!
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[*] posted on 8-5-2016 at 05:45 PM


I like this, are you doing an amazing classic atari remake, congratulations! I will be waiting for testing the next version :)
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[*] posted on 8-5-2016 at 08:11 PM


Quote: Originally posted by dom cook  
Yes, that's kind of the plan.

See here:
http://my.ign.com/atari/battlezone

You can also see a pretty nice breaking glass effect when you get hit. Is that the sort of thing you had in mind?


I shouldn't have looked. It looks like the parts do fragment. Cool more work!


Haha I meant more like each pair of polys seperates and flies apart, like the breaking of glass into shards :p I never played the original Atari Battlezone, it seems like a game mostly focused on accurate shooting and navigating objects, a little slow paced. The tank game I'm making is much more frantic, I even removed solid obstacles in the game world (despite having collisions and reversing working just fine) because I felt they detracted from the flow of the combat.

Kinda weird that DIV's been sort of dead for years, then when it comes back we're both making tank games, right? :p




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dom cook
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[*] posted on 9-5-2016 at 08:50 PM


Quote: Originally posted by BreadCaster  



Kinda weird that DIV's been sort of dead for years, then when it comes back we're both making tank games, right? :p



Maybe we can network them.
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