Wow. You spelled it right :)
http://www.cg.tuwien.ac.at/studentwo...ykoraJJelinek/
Printable View
Wow. You spelled it right :)
http://www.cg.tuwien.ac.at/studentwo...ykoraJJelinek/
They are too general. I have made a much better one here because I know how the data is laid out and can optimize that way...:)....my code is beautiful, just like a poem...:D
- ØØ -
after that statement, i hope for your sake it has no bugs, hehehe :p :thumb:Quote:
Originally Posted by NoteMe
haskell is a functional declarative language, so you get no variables or loops. just functions, recursion, more functions, and more recursion.Quote:
Originally Posted by NoteMe
might be more to the language that i don;t know about.
I'm sure note knows already, he just hates declarative languages ;) which is a bit unfortunate :(
Btw, I just came up with the name to our next project note, Doomplusplus :D
Sweeeeeet!! When we sync up today I'll add those small changes to the camera and maybe a couple other classes. I'll enclode the additions in comments like this just to make it clear...Quote:
Originally Posted by NoteMe
//wossy
//################################
my code here;
//################################
I read that guy's reply to the 3d glass thread and I'll have a lookk later but I really want to be able to render this myself. The math is a real nightmare though.
The map editor will be ready by this evening hopefully.
Note: did you manage to fix those bugs you mentioned? Well I guess I find them if you didnt :D
Nice job mate.
Uhhh
I assume i'm free to alter the code in the game form? I'm going to have to make some big changes now. This is totally different to what I expected.
1. When i insert the map size integers into the map am i to assume that the map is always aligned to 0,0,0? Do we need to enforce that the map is always aligned to 0,0,0?
I'll be extracting the camera from the map files from now on but you'll still be able to change it before rendering. Also the form doesn't seem to respond when the game loop is running.
I'm going to try to move your files into my project. i think that would be easier.
Quote:
Originally Posted by tr333
Ehh..YES, as Keda says. I know what Haskel is. Keda loves it, just look at his sig. I just don't understand what it has to do with our D# thread...;)
- ØØ -
Quote:
Originally Posted by kedaman
There is no doom in my next project...there isn't even a code name yet...:)...I can present the idea to you when this is finished. And we can see if the idea will live or not. I am pretty sure I will work on it no matter what.
- ØØ -
Sweet, looking forward to it. It will be easier for me to fine tune the frustum culling variables when we have a 25*25 or even 50*50 map.Quote:
Originally Posted by wossname
Quote:
Originally Posted by wossname
I didn't even manage to reproduce them. So as I said yesterday. I will wait untill we have a moving camera. WIll be much easier to do it then.
Thanks
Yeah sure. As long as you go through my InitMap() and drawMap() functions to draw the game. That is the key. What changes are we talking about here BTW?Quote:
Originally Posted by wossname
I kind of assumed that it was allilgned to 0,0,0 as well. Why shouldn't it?Quote:
Originally Posted by wossname
As long as you don't call update on it. And that the pulling of keyboard and mose is happening IN the camera class (transparent for you) then I am fine. You have to pass it as a "ref" parameter when you init the map anyway.Quote:
Originally Posted by wossname
OK...tell me how it works out for you.'Quote:
Originally Posted by wossname
- ØØ -
It will be something that has to do with software rendering though still, wont it? Because I've been working so hard on this polygon rendering algo now :(Quote:
Originally Posted by NoteMe
Quote:
Originally Posted by kedaman
Ohhh...ehhhh..hmmmm....ehhh.....I think someone just knocked on my door....
- ØØ -
Quote:
Originally Posted by Phill64
There is no way I can code a that big algorithm in the middle of the night after so many hours in front of the computer without forgetting something or adding a bug or two. As I said, this is the shell. There is still some tweaking, cleaning up and optimizing I can do. But I was just too tired.
- ØØ -
I hope you're not working on this now note. I really don't want any inconsistencies, when i give this back to you we should be 100% in sync.
No no no no...that was the point. I am not going to even look at it before you have synced up 100%. And after that we have to be more carefull with what files we are editing. We should tell each other if we have to edit the other guys files, and we can upload them to my server, so the newest files are always there. And so on.
BTW what do you mean by form not responding to anything?? In the version I sendt you when you click on the form, it inits the map (PS this only have to be done ONCE per level each time you start the game), and then it draws 50frames. And then finds the average frame rate. And the DoEvents hack should make sure that other messages in our game is beein processed between each frame.
- ØØ -
It doesn't look like it is possible to change the screen resolution in .NET. So if you still want it (I know I do) then we have to use API for that too. If you want I can probably wrap up something tomorrow.
Links:
http://dotnet.mvps.org/dotnet/faqs/?...lution&lang=en
http://66.249.93.104/search?q=cache:...2c%23%22&hl=de
http://www.dotnetforums.net/printthread.php?t=73184
- ØØ -
Ok I had doubts about that anyway.Quote:
Originally Posted by NoteMe
Well note's got my PM by now but i'll repeat bits of it for our dedicated audience :D
I have now 90% synched up with note's new and improved math engine. My map files are now loading correctly, and storing the startup camera properly. We now have scrolling in the map editor's grid so we can have BIG maps :D.
My renderer is still awaiting an unsafe optimised renovation but this will take a few days.
Note has fixed the horizontal stretching problem and i have a screeny to show you...
A new test map, note's 3d engine and my old renderer come up with this frame rate on average over 50 frames... (way above the standard definition of "realtime" :D)...
I think maybe we should stop PMing each other about the engine too much...some of the info that we just PMed each other belongs here. So we should probably try to keep it that way.
But comments like my last comment in the last PM still belongs in PMs...or maybe not even there...:D'
- ØØ -
Lol yeah I thought that too.
"DoomSharp(); - Replaces ****ing" :D :lol:
Note: I have implemented the map's size as a void function;
Its easier this way because I don't have to store the 2 values in the file or keep them correct all the time in relation to the growing map. You'd just call the function before the game starts and store the width and depth values somewhere.
Man this Map Editor is going to get us arrested its sooooo cool. :D
I am glad I am not a part of the map editor making then. So I won't get arrested..:D
I don't care how you find the size of the map. As long as they are sendt in as parameters to InitMap() I am fine. That function will calculate the size of the abstract map (look up table) and store the values so I have the possibility to find out what map parts to show depending on where you are on the map by transforming from one coordinate system to an other one..:D...don't think about the implementation..just thank me, and I will thank you for the parameters..:D
- ØØ -
Ok I have changed the name of the "height" param in the InitAbstractMap() function to "depth" instead, because its the Z axis were talking about not the y axis :D there is a comment in the Culling file about this.
(I have plugged the real map extents into the InitAbstractMap() as you wished and it's all working nicely. Apart fromthe framerate that is, but as you say I suppose this could be due to the very small wallpart count in this tiny map, I also turned the HUD back on :D
A happy side effect of your new math code is that those annoying black lines between the wallparts have improved a lot.
Screeny time:
Looks good...really does....I am so looking forward to try different textures, so we can take away the really pixelated floor texture and the really hugly greeen coloured roof..:D
I guess you changed height to depth in the whole file then, since I have used the variable many places. I guess you must have, if not, it wouldn't render..:)..I have no problem with the change. Just keep on syncing, and play with idea..:D..still have a crush on you..:)
- ØØ -
The automatic parameter renamer thingy in VS only changes it in the right context, in other words only that method will have had any changes made to it. Everywhere else its as it was.
Anyway I'm thinking of releasing the map editor in an hour or two. There are a few issues with it that I want to look at first, saving and loading dialogs are not fully padded out yet. I get the feeling that as soon as I post it on VBF I'll find something else wrong with it :D
That is why it is called a Beta..:D..a beta is not supposed to be 100%..:)
And I have a feeling you went to bed without releasing it anyway since it is still not here, and it is 02:27here.
BTW I met this incredible nice looking Swiss girl today. I just walked her home. And I am REALLY going to work on this one. She is soooo nice....give me a week or two, and I will give you an update....;)
- ØØ -
WØØT!Quote:
Originally Posted by NoteMe
Go NoteMe!
Would it be possible to view your drawMap function some time soon? I'm anxious to see how you GODS draw the textures on an angle, fast. I could do it in VB, but my god it would be slow, especially running it in a gameloop or something similar.
*bows*
chem
Same here, I would also like to see how you draw textures mapped to a polygon made of 4 points.
Thanks..:)...I think I got this one. Just got a tip that Swiss girls needs more time then Nordic girls...:(...but I will this happen no matter what..:)Quote:
Originally Posted by chemicalNova
The DrawMap() function does not directly draw the Primitives. This is what DrawMap() does:Quote:
Originally Posted by chemicalNova
- Update camera position and matrices
- Find out what Primitives to draw.
- Order the primitives from back to front.
- Call the primitives Draw function, so it can draw it self.
And the primitives draw function will look differnet depending on what kind of primitive it is. And it is wØØsy that makes the actualy draw function for a primitive. NotMe. But he is in a stage trying to change it and optimize it, so I doubt that he will release the code just yet. But that is up to him though.
- ØØ -
wØØsy posted some code to do that a couple of pages back. You can see if it is still there. But the code we will use in the end, will probably not look like that. He has been working on it since then, and I think he is still working on it.Quote:
Originally Posted by Cade
- ØØ -
I could show you the code for quadding but as note says we havent decided which version we are going to use. We could get away with using the isometric algorithm if we use sensible textures, but i'm still thinking about the per-pixel rasterizer algorithm I already have. its not very efficient at the moment and could be improved a hell of a lot.
Keda's been dropping some subtle hints about what i shold be doing but I have not started implementing it yet. I'm sooooo busy :(
Keda should write a tutorial..:)
- ØØ -
Can I please see your not-very-efficient perpixel algoritm?
Actually, on the very first page of this thread I talk through the theory of our current quad renderer, there are diagrams too. The code probably wouldn't be much use to you because of all the setting up our game needs. Basically if you draw the image with...Quote:
Originally Posted by chemicalNova
Graphics.DrawImage(myImage, My3Points) //second argument is an array of 3 points
then the image is warped into a parallelogram on the screen. the rest of the theory is on page 1 :)
Just to give us a reference when building maps, how big is one unit cell in reference to the character? Or do you have actual relative dimensions in mind?
2 meters. One wallpart is 2 meters.
Look at this picture:
http://www.noteme.com/doomsharp/img/img049.jpg
Here you can see one and a half cube, nearly 2 cubes. SO that means that you can see 3-4meters.
- ØØ -
Good question.Quote:
Originally Posted by timeshifter
One unit cell (called a MapCube) is 2x2x2 meters. The average person is 1.7 meters tall.
So the player can comfortably walk down a corridor that is a single mapcube wide. And of course you can make rooms and cross-ways like the screeny below...
How are you getting on? :)
Hey wow, i have a title and i didnt even know it LOL
Ok, i tried out your editor and rigged up a map
I am going to assume the textures are compiled into the map, since it's fairly large and you havn't mentioned anything about textures, because i have only used like 2 of your textures here, the rest are modified versions of them.
since we have no preview i have no idea how this is going to turn out, but hopefully it looks alright, it has computers on some walls and blood stains in places etc.
one feature i would like to see in the next release, is being able to set a default roof and floor, and be able to single click this on the map to create a cube and set these 2 textures, i built the floors first to make the shape and added walls afterwards, i had to drag'n'drop the whole way :eek: :bigyello:
Do you have something of a map previewer or similar commodity? Seeing a bird's-eye view of a map gives one an idea of how big the map will be, but not necissarily(sp?) how it will play.
[EDIT] And also to get an idea of how custom textures will behave in game... Knowledge is power;)
You can duplicate squares on the grid by dragging from one square to another, this copies the textures too. Maybe I forgot to mention that in the docs.
I did have a preview working but it was fiddly so I removed it. When the 3D engine is finalised I'll put it back.