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Thread: PGDmC: Vectored!

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  1. #1
    simvector
    Guest
    Sweet bro. Is this one running in SvPascal?

  2. #2
    Quote Originally Posted by simvector View Post
    Sweet bro. Is this one running in SvPascal?
    Yes indeedy Jarrod

    Nicely done with the software! Thanks for making it

    cheers,
    Paul

  3. #3
    simvector
    Guest
    @paul_nicholls
    No problem. Thank you for testing and sending the feedback.

    Looking at the pic reminds me of a Star Castle type game I was working on some time ago. Wonder if I still have the sources. I love retro style games too BTW. Fond memories. I lost a many quarters playing Gyruss, Asteroids and others.

    Keep going bro!
    Last edited by simvector; 27-06-2011 at 09:31 PM.

  4. #4
    I have managed to get my tunnel to move now - it was quite easy too!

    http://fpc4gp2x.eonclash.com/downloa...ng_tunnel.html

    I just stored an array of tunnel segement Z positions, and decreased those over time.
    When the first segment goes past the near clipping plane I move all the segments in the array down one position and make the last one equal the second last one + a segment distance

    Code:
    procedure TVectored.ScrollTunnel(const aTimeSlice: Single);
    var
      i: Integer;
    begin
      for i := cMaxTunnelRings - 1 downto 0 do
        FTunnelRingsZ[i] := FTunnelRingsZ[i] - cTunnelSpeed * aTimeSlice;
    
      if FTunnelRingsZ[0] < FGraphics3d.NearZ then
      // move tunnel rings forward and put 1st one in back
      begin
        for i := 1 to cMaxTunnelRings - 1 do
          FTunnelRingsZ[i - 1] := FTUnnelRingsZ[i];
    
        FTunnelRingsZ[cMaxTunnelRings - 1] := FTunnelRingsZ[cMaxTunnelRings - 2] + cTunnelRingSpacing;
      end;
    end;
    PS. hey guys, when are we getting Pascal code tags?!?!

    cheers,
    Paul

  5. #5
    simvector
    Guest
    Whoa. NICE!

  6. #6
    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

  7. #7
    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

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