yeah i have to imagine lots of games get hacks here and there just to "make stuff work" I found a website that a guy had posted a lot of the comments from the original half-life source code that was released to the MOD community. The comments were funny as hell and even displayed the primitive AI in the game (although to credit it, it is like 7-8 years old now)
comments were like
//this is the ugliest hack I have ever seen, how does this even work?
or
//enemy grunts, looks left, fires once, ducks, fires 2 more times
Haha. This is Botmans Old website, where he puts the comments from the Half-Life 1 SDK. I thought it had been taken down, but anyway, its still here. That used to be a very good site for Half-Life programming (not hacks, but bot AI, MOD making, etc).
Others:
Code:
//No platform specific code in vgui\lib-src\vgui dir. Code in vgui\lib-src\vgui should
//only include from vgui\include or standard C includes. ie, if I see windows.h included
//anywhere but vgui\lib-src\win32 I will hunt you down and kill you. Don't give me any crap
//that mfc is platform inspecific.
utils\vgui\include\vgui.h (line 24-27)
// why does this work?
dlls\controller.cpp (line 556)
// this is the most hacked, evil, bastardized thing I've ever seen. kjb
dlls\doors.cpp (line 744)
// CheckRangeAttack1 - drop a cap in their ass
dlls\hassassin.cpp (line 653)
// UNDONE: blah, this is bad, we should use a stack but I'm too lazy to code one.
dlls\monsters.cpp (line 1178)
I've added a post to that thread anyway, I've asked if that code would be compatible with drawing quads. For saying its a fast algorithm I can see MANY places where simple optimisations could be made. If I could be arsed I could probably increase that guy's frame rate by abour 10 %.
Anyway. Lets persevere as we have been doing. This is Wossy's and Notes project and I'm damned if anyone is going to come a long and make me quit it when we've come this far. If its any consolation (to me mostly) that guy comes from cambridge, so he's probably some kind of almighty math entity embodied on earth in human form.
Further thoughts: (lets call that other thing you showed me "X")
1. X seems to only be capable of rendering a single object against a stationary background. The renderable data is always known, there is no BSP involved.
2. We havent used any unsafe code yet, and X uses loads.
3. Our current texture storage is very inefficient.
4. Mr X seems to be a walking brain and we are just two alcoholics.
Anyway. Lets persevere as we have been doing. This is Wossy's and Notes project and I'm damned if anyone is going to come a long and make me quit it when we've come this far. If its any consolation (to me mostly) that guy comes from cambridge, so he's probably some kind of almighty math entity embodied on earth in human form.
I'm determined not to be put off by this.
Now THATs the attitude....we might even learn something from this. And that isn't BAD you know.....maybe even something for you to write about in your book....'
Further thoughts: (lets call that other thing you showed me "X")
!
Done...
Originally Posted by wossname
1. X seems to only be capable of rendering a single object against a stationary background. The renderable data is always known, there is no BSP involved.
!
Correct...no culling, no transformation, and a static camera ALWAYS 90 deg on the surface.
Originally Posted by wossname
2. We havent used any unsafe code yet, and X uses loads.
!
Yeah, his whole rendering is unsafe. It is the rest that is managed. And that part is pretty much like ours, the vector class and so on.
Originally Posted by wossname
3. Our current texture storage is very inefficient.
!
He is getting us a bit here, but it is much easier for him since he doesn't have perspective at all. It would be much easier without perspecitve.
Originally Posted by wossname
4. Mr X seems to be a walking brain and we are just two alcoholics.
!
OK...due to my Hard drive crashing on me...I have lost about 5000 files with my code and assets from the last 12 years...The newest backup that is working is in Norway.
The good thing is that this doesn't affect this project too much, except that more or less all my C# and Managed DX code is ruined....and with that the optimized camera class is also gone.....so I will be set back for a few days weeks years....sorry...
Like this. I finally saved and loaded a map into the game!! Naturally it won't draw z-order properly because we don't have a BSP in place at the moment.
This is a MAJOR step forward, rejoice!
Last edited by wossname; Aug 27th, 2005 at 11:23 AM.
You guys really are doing something special here. Perhaps when you aproach the final stages, you would consider creating a multiplayer ability so VBF'ers can have a go at each other
*bows*
"so just keep in mind that fantasy is not the same as realtiy and make sure u remember that wii sports may be fun but u cant count on it as exercise ok cool bye" - HungarianHuman
I saw the latest screen shot and its very good. I myself am doing research as i am trying to build a 3d engine myself. So i know how difficult it is to even create such results without directx/opengl. So very good going by you guys. And BTW when u stop doing this project please do upload the sourcecode that someone else continues it.
Last edited by RapchikProgrammer; Aug 27th, 2005 at 05:48 PM.
Behold... The first working map rendered in 3d in DoomSharp. This is history right here.
* Wo don't have BSP yet but I have simply drawn EVERYTHING on the map starting far away and coming closer, thus this is an accurate rendering from this angle!!!
This is phill's small map and the camera is looking north from the south-west corner of the map.
You can clearly see all the corridors leading off the main corridor.
I believe the expression "wo0o0o0t!!11!1" is in order.
(also note the framerate, even without any form of frustrum culling!!)
Now I will make one instance of this whole class (MyClass). Then in the static constructor, the static member object is set to null. Now how can I instansiate it now? Can MyClass have a member function? Does it have to be static? And so on...how do I do it...I keep getting errors, but I am not sure if it is because it is static, or if it is something else...
- ØØ -
Last edited by NoteMe; Sep 15th, 2005 at 06:39 AM.
wØØsy just gave me this screenshot...it made me nearly fall off my chair...it is sooo beautifull...still some render artifacts to iron out..but this is seriously starting too look like something..
- ØØ -
Last edited by NoteMe; Sep 15th, 2005 at 07:42 AM.
I believe the expression "wo0o0o0t!!11!1" is in order.
LOL!11!1!!!1!
Added that to my sig.
You guys continue to amaze me. That's some seriously good work. I'm going to go over my backups of old sites I used to visit. See if I can't brush up on my old knowledge and give you guys some suggestions.
This all sounds very interesting... can I help? I'm no good with graphics, but I'm good with web and files and thinging outside the irregularly formed collection of parallelograms...
Microsoft MVP : Visual Developer - Visual Basic [2004-2005]
public class MyClass{
public static MyOtherClass myObject;
private int m_pres;
private bool m_funny;
public MyClass(){
m_pres = 0;
m_funny = false;
}
public static MyClass(){
myObject = null;
}
}
Now I will make one instance of this whole class (MyClass). Then in the static constructor, the static member object is set to null. Now how can I instansiate it now? Can MyClass have a member function? Does it have to be static? And so on...how do I do it...I keep getting errors, but I am not sure if it is because it is static, or if it is something else...
- ØØ -
.... why?
Microsoft MVP : Visual Developer - Visual Basic [2004-2005]
Heheh, thanks dude. But all is not so rosy at D#HQ. (actually thats not true we are both bouncing around like excited 6 year olds on christmas eve )
The camera doesn't like to look south for some reason it makes the drawing routines puke. I continue to make no progress with improving rendering speed although i'm pleased with the unculled framerate of 6 FPS for the above views. I need to design a decent unsafe quad blitter algorithm.
I doubt if i'll be able to beat the built-in GDI+ isometric method we've been using thus far. I have a few things left to try though, such as converting each texture into an integer array. That will require a significant redesign of the rendering engine though.
This is sooooo much fun though. Shame we're not getting paid for it.
If anyone rich is reading this then me and Note are willing to sell out
Last edited by wossname; Aug 28th, 2005 at 10:36 AM.
I was good with Maths in school let's put it that way...
Honours Physics, Chemistry, Maths and Applied Maths....
We'll you'll just have to try your best *smartarse*
I need to know the fastest way to calculate the area of a (random) quadrilateral. Such as any of these. All I know is the (x,y) coords of the 4 corners, they will be screen coordinates and I need to know a decent estimate of the number of pixels in each quad.
I know one method of calculating an n-sided polygon's area but I was wondering if theree is a fast way especially for quads.
Reason for static:
- Because the object is used all over the place, and I am avoiding an indirect level to gain speed. Ugly hack to gain speed.
Reason for not installing it in the destructor:
- Because when MyClass is initialized you don't have the propper info to fill the MyOtherClass with info. So it is impossible to call it's instructor.
But it is all fixed now.. Added a private static function to take care of it...
We can't cache because they change all the time. I'd be happy with 2% error above the actual area value, but the result must not be less than the real area because we'd get gaps in our images.
Area as a number of pixels is what we want really.
I was thinking about buying that book...but he got into a fight with a LOT of the readers since he was unable to update the code in the book to the new framework...he was nearly killed in a thread on Apress's forum. The thread was something like 28 pages long, everyone bitching him.....so I bought something else in stead..