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06-30-2003, 10:39 AM
#121
Banned By GMF Wannabe
Just had to post and say HOW FREAKING AWESOME!!! This is amazing!
Strille, I just love your version and the "jump" in the middle of the map - had my heart in my mouth!!
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07-01-2003, 10:49 AM
#122
*********
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07-01-2003, 01:44 PM
#123
Last edited by azz_kicker; 07-01-2003 at 02:14 PM.
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07-02-2003, 11:36 AM
#124
I want height!
Excellent thread, great ideas, great code, great explanations.
I've experimented with some bump mapping (and reverted to Flash5 in the process because I'm antiquated like that):
BodBod's slow-as bump map ...
Shame it's too slow to do anything gamey with!
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07-02-2003, 04:45 PM
#125
Untitled-1.fla
BodBod, that's pretty cool. Yes, It's a bit too slow to be usefull in a game... you will have to wait a couple of years
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07-02-2003, 09:13 PM
#126
wow, the bump mapping looks great. I don't know how the code works for bump mapping or anything. So what I am about to suggest may make absolutely no sense or it is impossible. Is there a simple version (quicker) of bump mapping to use for the kart game because it will be great to have some hills or even just bumps on the track for the jumps, and yet the kart game will still run fast enough to be playable.
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07-03-2003, 10:02 AM
#127
My understanding is that to do a bump map properly you need to scan all rendered points and adjust their Y displacement from a reference bump map (plus apply perspective scaling). Storing and handling the bump map in flash is hard enough (but doable) but looking up and applying thousands of height refs per frame is beyond the scope of Flash surely?
The method I adopted (after much thought, but seemed so obvious afterwards) was to have multiple planes rendered on top of each other using alpha maps to represent depressions. Unfortunately even this simple method with just 3 planes proved too slow.
Shame Flash doesn't really "duplicateMovieClips" otherwise it would work a lot faster because it wouldn't need to replicate half the maths for each plane, just byte substitution of the bitmap. So my bet would be that do this quickly in flash a decent method of duplicating the complete state of a movieclip (including all internal attachments) would need to be found?
Any other ideas, or should we just accept our gameworlds are going to be as flat as a pancake?
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07-03-2003, 10:38 AM
#128
2KHeroes / Sylvaniah designer
Originally posted by BodBod
(...)should we just accept our gameworlds are going to be as flat as a pancake?
Until one shows up and be our Anaximandre !
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07-03-2003, 10:54 AM
#129
the trick to 3d landscapes in this engine is all in the masking
if you look at the http://www.pargames.co.uk/mariokart5.html link i posted before, its all done by having the mask animate from a flat line to an arc.
I had a muck around using flash's drawing api, to dynamically draw each mask each frame, but anything more than 8 vertices (if you will) per mask and u start to get alot of slow down.
You cant get much of a landscape with 8 vertices.
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07-03-2003, 11:15 AM
#130
Thanks for that explanation bobbob, but I think it is just too hard for me to understand it right now. And I'll take you word for it that it will be too slow to run in flash. The masking wave landscape techique looks great percypea, and it seems to run pretty fast too. But the wave seems always to go away from you. Is it going to be hard to have the mask always be on the same reference point on the map, instead of having the referecing point to you, if you know what I mean. So when you turn, the mask, therefore the hills, will not turn with you in the game. mmmmm.... let me think about it .....
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07-03-2003, 11:24 AM
#131
ya, at the moment the masks are just an animated shape tween going from up to down.
To dynamically draw them depending on where you are in the map will take quite a bit of clever coding and probably at too much of a cost to the CPU
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07-03-2003, 11:34 AM
#132
Senior Member
Where the hell are the brake lights?! Just kidding. Very nice! Definately worth keeping around on the board.
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07-06-2003, 12:08 PM
#133
Respect, very nice! And does you know, that it worx fullscreen (online) too? See http://www.powerflasher.de/plugin/com - the same performace but it looks fullscreen much more spectacular
BYE Calle
http://www.powerflasher.com
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07-06-2003, 12:21 PM
#134
Senior Member
Error
Sorry dude that link didn't work.
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07-06-2003, 12:52 PM
#135
works fine here?!
but here is the link to a mario fullscreenversion:
http://www.powerflasher.de/plugin/com/mario/
for more information see here (its a free plugin)
http://www.powerflasher.de/plugin/com/popupe.htm
BYe Calle
http://www.powerflasher.de
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07-06-2003, 08:16 PM
#136
How do I exit the game from fullscreen?
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07-07-2003, 04:28 AM
#137
Sorry: ALT-F4
You can build in a Exitbutton just with a fscommand("exit"); but I did not edit the fla (its just the orginal SWF)
ciao Carlo
byE Calle
________________
Powerflasher
Carlo Blatz
cb@powerflasher.de
www.powerflasher.de
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07-07-2003, 07:42 AM
#138
...
hi guys,
just wanna say: great work!
on flashforum.de we started to play with the code, too.
http://www.flashforum.de/forum/showt...960#post624960
if we create something really big we will let you know
so, keep flashin'
ciao
webster
-> [ CREATIVE.PASSION ] : Flash, Music, Links, Books & more
-> [ COOL-HOMEPAGES ] : Links to the best sites of the web - b inspired [coming in July03]
-> [ JUMPMAN ] : my first Jump&Run-Game
-> [ SUMMERDAY ] : my first "Flash meets 3D"-Experiment
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07-07-2003, 09:38 AM
#139
You guys make me nervous :o)
We developed this kind of 3dengine 6 weeks ago and we would have seen you with tears in your eyes, when lanching the final game, hehe.
Great job, PercyPea :o)
Anyway, the Release is coming up in a few days and I will post it here for sure. We finally have implemented a OOP structure with Camera, AI, UserControl and a 3dSoundSystem.
You can choose from 4 characters and 3 courses, collect items, which give you extra behaviors. Can't wait to post it here.
aM
--
http://www.andre-michelle.com
http://tag-der-arbeit.extrajetzt.de (last project)
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07-07-2003, 10:34 AM
#140
Senior Member
Originally posted by AndreMichelle
You guys make me nervous )
We developed this kind of 3dengine 6 weeks ago and we would have seen you with tears in your eyes, when lanching the final game, hehe.
Great job, PercyPea )
Anyway, the Release is coming up in a few days and I will post it here for sure. We finally have implemented a OOP structure with Camera, AI, UserControl and a 3dSoundSystem.
You can choose from 4 characters and 3 courses, collect items, which give you extra behaviors. Can't wait to post it here.
aM
--
http://www.andre-michelle.com
http://tag-der-arbeit.extrajetzt.de (last project)
great, cant wait... just wanna say its an honour to see you around here, i love your stuff!
yes thats right, he make me did a sex wee
[m]
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