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« Reply #615 on: January 09, 2012, 08:20:48 PM » |
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Clever stuff that.  best I could manage in DBPro without shader access was to have a single object comprising of loads of separate quads, texturing each of those from a single tile map. That was much faster than any other method I could find although as it still comprised hundreds of quads it would be an awful lot slower than the example you linked to. EDIT: Oh and DBPro needed DirectX 9 too 
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Prime_8
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« Reply #616 on: January 10, 2012, 10:58:01 PM » |
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Aaron got into 2d shaders now too .. but he's been doing 3d spce abstracts and forms into 2d post shaders . crazy stuff .
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« Reply #617 on: January 12, 2012, 02:37:56 PM » |
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Aaron got into 2d shaders now too .. but he's been doing 3d spce abstracts and forms into 2d post shaders . crazy stuff .
Yeah I've expressed my love of shaders before  You can do some amazing stuff with them using some incredibly simple code.
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Prime_8
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« Reply #618 on: January 12, 2012, 08:28:49 PM » |
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lil demo i'm messin on to clear my head and have fun.
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Prime_8
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« Reply #619 on: January 13, 2012, 12:43:16 AM » |
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oh what the hey 2 video day
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« Reply #620 on: January 14, 2012, 01:01:44 PM » |
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Haha cool. Is it all done using a proper physics engine, is it your own or is the physics "faked" ? 
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Prime_8
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« Reply #621 on: January 14, 2012, 04:03:42 PM » |
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it's bullet . well NF's implimentation of it anyhow.
lol . you can bowl for tanks .
i'm trying to decide how to do foliage. i know nf can auto cull it bassed on range , so i need a algo to disperse it , bassed on a property map . then users can ajust a settings.
i need 2 more unit types and heavy medium and light gun towers . oh and i should makes a radar / map too.
but fog of war is a interresting beast in 3d
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« Reply #622 on: January 15, 2012, 07:07:59 PM » |
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but fog of war is a interresting beast in 3d
One of those things that's much easier in 2D with a tilemap  How do you plan on handling that in 3D then?
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Prime_8
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« Reply #623 on: January 20, 2012, 04:48:13 PM » |
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camera range and 2d tilemap fog on the radar map , and if a enemy is in a fogged tile / grid area , it won;t render in 3d ,
i will let the terrain render but nothing that could be a discoverable item , untill player is close enough to triger discoverly .
incase of an enemy , hope your view range beats his. LOL
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« Reply #624 on: January 20, 2012, 07:32:51 PM » |
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camera range and 2d tilemap fog on the radar map , and if a enemy is in a fogged tile / grid area , it won;t render in 3d ,
i will let the terrain render but nothing that could be a discoverable item , untill player is close enough to triger discoverly .
incase of an enemy , hope your view range beats his. LOL
Cool idea that of using a 2D tilemap to control what's visible in 3D. Clever 
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Prime_8
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« Reply #625 on: January 23, 2012, 12:40:21 AM » |
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cheers man , i'm hoping it saves me distance checkes and such ..\\ on the p3d front , p3d 2 code name Frosting .lol , sneek peek of some of my FLTK gui inregration testing ...
i'm using old fltk 130 .. http://www.fltk.org/doc-1.3/index.html for thoe who are interrested .  took a dayto sort out a embedding trick that kept the inputs rite ..
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« Reply #626 on: January 24, 2012, 07:23:49 PM » |
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I watched your other UI vid on Youtube too. Good work there. You've got some lovely GUI gadgets to play around with now. Me jealous 
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« Reply #627 on: January 25, 2012, 04:29:50 AM » |
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lol smacking my head on callback for wnd send message for drag n drop & trapping the close window event . LOL some just don't stack very well.
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« Reply #628 on: January 29, 2012, 10:39:45 AM » |
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dnd & close catching callback sorted! here you see more things bolted on , hooked in . Some of the old demo widgets are still on for now .. but shows it comming together .
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« Reply #629 on: January 29, 2012, 11:57:06 AM » |
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So you plan on replacing all your existing GUI with Frosting? Sounds like lot of work. 
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