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Thread: PGDmC: Vectored!

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  1. #1
    Quote Originally Posted by simvector View Post
    Whoa. NICE!
    Thanks mate I'm trying to get some simple 3d models into the game now (wire-frame only)...

    cheers,
    Paul

  2. #2
    Have you thought about adding some lines to improve the feeling of depth like in Tempest?

    Imagine I've written something clever here inspiring you to make something awesome. If that happens give me credits

  3. #3
    Thanks for the ideas pstudio

    cheers,
    Paul

  4. #4
    simvector
    Guest
    +1 for lines.

  5. #5
    PGD Staff code_glitch's Avatar
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    Can SVEngine pull off the particle effects etc found in cap #2? It'd be quite nice to see something that polished - mind you, if your THAT good you might just land a job replacing Ted Carson (Red dead redemption for non-followers)

    Looking good so far though. Might try get a few dozen lines in this evening on my entry - only spent a handful of hours so far on everything. Game kernel is uncommented - you have to be in the zone to grasp it fully. Mortals....
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  6. #6
    Quote Originally Posted by code_glitch View Post
    Can SVEngine pull off the particle effects etc found in cap #2? It'd be quite nice to see something that polished - mind you, if your THAT good you might just land a job replacing Ted Carson (Red dead redemption for non-followers)

    Looking good so far though. Might try get a few dozen lines in this evening on my entry - only spent a handful of hours so far on everything. Game kernel is uncommented - you have to be in the zone to grasp it fully. Mortals....
    SvEngine can definitely do particles - you just have to have a particle texture (or sub texture part), have some particle records/classes in a list of some sort, and render them using the particle texture; not hard to do

    You could also use the BeginPrimitive / EndPrimitive routines in SvEngine that I wrote to draw OpenGL style points, lines, polygons as you can use textures with those which could make for some awesome particles!

    With the primitive routines you can also use texture coordinates too to control where in a texture you are getting the 'picture' from just like in OpenGL

    cheers,
    Paul
    Last edited by paul_nicholls; 28-06-2011 at 11:33 PM.

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