Pages:
1
2
3
..
7 |
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
Battle Zone Wireframe 3d
One day this will be a game.
WASD and Arrows move things.
Attachment: BZ27.PRG (13kB) This file has been downloaded 5226 times
Attachment: battlezone.FPG (226kB) This file has been downloaded 5286 times
|
|
MikeDX
|
|
Just. wow
This is stunning. Dom, you are some kind of machine!
http://js.mikedx.co.uk/bz27.html
|
|
Sandman
Loyalty Card Holder
Posts: 56
Registered: 26-2-2016
Member Is Offline
|
|
Wow, nicely done
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
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.
|
|
MikeDX
|
|
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.
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
But then I wouldn't get to subtly promote Ubuntu.
|
|
MikeDX
|
|
Ah yes, very true
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
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?
Attachment: BZTANKS07.PRG (25kB) This file has been downloaded 5263 times
Attachment: battlezone.FPG (321kB) This file has been downloaded 5296 times
|
|
MikeDX
|
|
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
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
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!!
Attachment: BZTANKS10.PRG (23kB) This file has been downloaded 5195 times
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
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.
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
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?
|
|
MikeDX
|
|
I'm sure we can make it do filled and outline polys
Really enjoying your updates on this. very very cool indeed.
|
|
BreadCaster
Loyalty Card Holder
Posts: 321
Registered: 2-3-2016
Member Is Offline
|
|
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
~*~ Princess of Pies and Pastries ~*~
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
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.
|
|
BreadCaster
Loyalty Card Holder
Posts: 321
Registered: 2-3-2016
Member Is Offline
|
|
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
~*~ Princess of Pies and Pastries ~*~
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
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.
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
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!!
|
|
BreadCaster
Loyalty Card Holder
Posts: 321
Registered: 2-3-2016
Member Is Offline
|
|
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
~*~ Princess of Pies and Pastries ~*~
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
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
|
|
BreadCaster
Loyalty Card Holder
Posts: 321
Registered: 2-3-2016
Member Is Offline
|
|
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?
~*~ Princess of Pies and Pastries ~*~
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
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!
|
|
blostec
DIV Junior
Posts: 7
Registered: 20-4-2016
Location: Spain
Member Is Offline
|
|
I like this, are you doing an amazing classic atari remake, congratulations! I will be waiting for testing the next version
|
|
BreadCaster
Loyalty Card Holder
Posts: 321
Registered: 2-3-2016
Member Is Offline
|
|
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
~*~ Princess of Pies and Pastries ~*~
|
|
dom cook
Div Pro
Posts: 387
Registered: 4-3-2016
Member Is Offline
|
|
Maybe we can network them.
|
|
Pages:
1
2
3
..
7 |