Author Topic: New Coding Challenge (Tunnel effects).  (Read 31620 times)

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Offline Shockwave

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No prizes, just kudos.
Code a tunnel effect in the language of your choice. Source or exe or both welcome.
You can attach a screenshot to your post if you like and upload it to the board (as long as it's under 60kb).

We'll leave this open for 2 weeks :)

Have fun.
Shockwave ^ Codigos
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Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #1 on: May 08, 2006 »
Just a note, you can attach your finished masterpiece as a .zip or .rar file to your post provided it is < 100kb  ;D
Shockwave ^ Codigos
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Offline zparticle

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Re: New Coding Challenge (Tunnel effects).
« Reply #2 on: May 10, 2006 »
anyone getting in on this?

Offline Rbz

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Re: New Coding Challenge (Tunnel effects).
« Reply #3 on: May 10, 2006 »
anyone getting in on this?

I will try something  :)
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Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #4 on: May 11, 2006 »
I'll do one (as you'd expect!), I've had an idea for it, it may end up looking odd but what the hell.
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Offline ferris

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Re: New Coding Challenge (Tunnel effects).
« Reply #5 on: May 13, 2006 »
Hmmm....Sounds like fun, this one - I better start on a texgen. This would be cool in 32k  ;) !
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Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #6 on: May 13, 2006 »
Excellent!
I haven't started on mine yet. Will be doing something soon.
Shockwave ^ Codigos
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Offline Stonemonkey

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Re: New Coding Challenge (Tunnel effects).
« Reply #7 on: May 14, 2006 »
Here's one using my engine.

EDIT: D/L removed and posted again below.
« Last Edit: May 14, 2006 by Stonemonkey »

Offline Rbz

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Re: New Coding Challenge (Tunnel effects).
« Reply #8 on: May 14, 2006 »
Nice one !

I got 16 ~ 18 fps

P4 2.8 Ghz 512 MB
Geforce 6600GT 128MB
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Offline Stonemonkey

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Re: New Coding Challenge (Tunnel effects).
« Reply #9 on: May 14, 2006 »
Intel seems to be a fair bit slower for this stuff, on an amd@1.7 i get almost 30.
Anyway here's a slightly different lo res one too

Offline Clyde

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Re: New Coding Challenge (Tunnel effects).
« Reply #10 on: May 14, 2006 »
Nice one mate, I'd never of thought to of used the insides of a torus for a Tunnel, usually peeps opt for cylinders.
And it is top stuff, looks awesome mate - really clever and welldone indeed.
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If Only I Knew Then What I Know Now.

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Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #11 on: May 15, 2006 »
The low res full screen version was the best for me, it ran at about 120fps!
That's going to be very difficult to top.
The other version ran at about 42 fps, both versions were really smooth, you can really see the mip mapping working :)
Shockwave ^ Codigos
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Offline relsoft

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Re: New Coding Challenge (Tunnel effects).
« Reply #12 on: May 15, 2006 »
Cool!!!!

Reminds me of something I made in OpenGL using a PQ torus. :*)

http://rel.betterwebber.com/junk.php?id=42

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Offline relsoft

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Re: New Coding Challenge (Tunnel effects).
« Reply #13 on: May 15, 2006 »
Think I posted this on the old forum but here's the tunnel I made:


Code: [Select]
'squigly Flower tunnel
'relsoft 2006
'http://rel.betterwebber.com
'added light ;*)
defint a-z

OPTION EXPLICIT

'$include: 'tinyptc.bi'

declare sub DrawTunnel( Buffer() as integer, Texture() as integer,_                       
                       byval addx as integer, byval addy as integer)
declare sub Init_Texture()
declare function wrapdist(x as single,y as single, px as single,py as single) as single
declare function dist (byval x as single,byval  y as single,_
                   xc() as single, yc() as single,_
                  byref nearest_dist as single   ) as single



const SCR_WIDTH = 320  * 1
const SCR_HEIGHT = 240 * 1
const SCR_SIZE = SCR_WIDTH * SCR_HEIGHT

const TWID = SCR_WIDTH
const THEI = SCR_HEIGHT
const TWIDM1 = TWID - 1
const THEIM1 = THEI - 1


const TEXT_XMAX = 256
const TEXT_YMAX = 256


const MAXPOINTS = 32

const XMID = SCR_WIDTH \ 2
const YMID = SCR_HEIGHT \ 2



const PI = 3.141593
const TWOPI = (2 * PI)


   dim shared Buffer( 0 to SCR_SIZE-1 ) as integer
   dim shared Texture( 255, 255) as integer
   dim shared Distbuffer( 255, 255) as single
   dim shared xcoords(MAXPOINTS) as single
   dim shared ycoords(MAXPOINTS) as single     
   dim shared sqrt(-(XMID^2 + YMID^2)*2 to (XMID^2 + YMID^2)*2) as single
   dim shared atan(-YMID*2 to YMID*2, -XMID*2 to XMID*2) as single
   
   dim shared as integer current_time, time_scale
   
   dim as integer x,y
   
   for x = -XMID*2 to XMID*2
       for y = -YMID*2 to YMID*2
           atan(y,x) = atan2(y,x)
       next y
   next x
   
   for x = -(XMID^2 + YMID^2)*2 to (XMID^2 + YMID^2)*2
       sqrt(x) = sqr(x)
   next x
   
   
               
           
   if( ptc_open( "freeBASIC v0.01 - tunnel demo(Relsoft)", SCR_WIDTH, SCR_HEIGHT ) = 0 ) then
      end -1
   end if

    randomize timer

    init_texture()
    dim t as single
   
    do
               
        t = timer
       
        DrawTunnel Buffer(), Texture(), (TWID shr 1)* sin(t * .5),_
                   (t *.8)* (THEI shr 1)

        ptc_update @buffer(0)
        sleep 1
    loop until inkey$<>""


   ptc_close

end


private sub DrawTunnel(Buffer() as integer, Texture() as integer,_                       
                       byval addx as integer, byval addy as integer)
   
    dim x, y, tx, ty  as integer
   
    static as integer cx= 160, cy =120
    dim xdist as single
    dim cxmx, cymy, diamxscale as integer
    static frame as short
    static  as single fold_off = 0.02
    static  as single squig_off = 0.02
    static  as single fold_scale = 0.07' * sin(timer / 512.0)
    static  as single fold_num = 5
    static  as single rad_factor = 0
    dim as integer diameter
    static  as integer old_scale_sign = 0
   
    frame +=1
    diameter = 128
    diamxscale = 64 * diameter
    cx = (TWID\2)+ sin(addx/80)*50
    cy = (THEI\2)+ sin(addy/90)*50
    dim temp as short
    temp = 512/pi
    dim angle as single
    fold_off += 0.2
    fold_scale = 0.5 * sin(frame / 40)   
    dim as integer light
    dim as single inv_180 = 1/180
   
    if sgn(fold_scale)<>0 then
    if sgn(fold_scale)<> old_scale_sign then
        fold_num = (fold_num+1) mod 6
        old_scale_sign = sgn(fold_scale)
    end if
    end if
    dim p as integer ptr
    p = @buffer(0)
   for y = 0 to THEIM1
        cymy = cy - y
      for x = 0 to TWIDM1
            cxmx = cx -x                                                 
            xdist = sqrt((cxmx*cxmx) + (cymy*cymy))
            angle = atan(cymy,cxmx) + (((sin((fold_off) +  (fold_num-3) * xdist*inv_180)) * fold_scale)+1)             
            tx = int(angle * temp) + addx
            xdist = xdist * ((sin(fold_off + fold_num * angle) * fold_scale)+1)           
            light = xdist * 15
            if light > 255 then light = 255
            light = 255 - light
            ty =  (diamxscale / xdist) + addy                       
            tx = (tx) and 255
            ty = (ty) and 255                     
         *p  = texture(tx, ty) or (light shl 16 or light shl 8 or light )
         p += 1
      next x         
   next y


end sub

function dist ( byval x as single,byval  y as single,_
                xc() as single, yc() as single,_
            byref nearest_dist as single   ) as single

    dim mindist as single
    dim max as integer
    dim d as single
    dim dx as single, dy as single
    dim diff as single
    dim i as integer
    mindist = 1D+32
    max = ubound(xc)
    for i = 0 to max
        dx = abs(xc(i) - x)
        dy = abs(yc(i) - y)
        if dx > TEXT_XMAX/2.0 then dx = TEXT_XMAX-dx
       if dy > TEXT_YMAX/2.0 then dy = TEXT_YMAX-dy
       d = sqr( dx*dx + dy*dy )
        if d < mindist then
           nearest_dist = mindist
         mindist = d
      end if
    next i
    dist = mindist

end function


sub Init_Texture()

   dim i as integer
   dim frame as integer

    for i = 0 to MAXPOINTS
        xcoords(i) = rnd * (TEXT_XMAX + 1)
        ycoords(i) = rnd * (TEXT_YMAX + 1)
    next i

    frame = 0

   dim mindist as single
   dim maxdist as single

          mindist = 1D+32
          maxdist = 0

        dim tx as single
        dim ty as single
        dim x as integer
        dim y as integer
        dim distance as single
        dim distance2 as single
        dim nearest_dist as single
          for y = 0 to TEXT_YMAX - 1
          for x = 0 to TEXT_XMAX  - 1
              tx = x
              ty = y
              distance = dist(tx, ty, xcoords(), ycoords(), nearest_dist)
              distbuffer(x, y) = distance
              'distbuffer(x, y) = nearest_dist
              'distbuffer(x, y) = nearest_dist - distance
              'distbuffer(x, y) = sqr(nearest_dist * distance)
              'distbuffer(x, y) = sqr(nearest_dist^2 - distance^2)
              if distance < mindist then mindist = distance
              if distance > maxdist then maxdist = distance
          next x
          next y

        dim c as single
        dim as ubyte r,g, b
          for y = 0 to TEXT_YMAX - 1
          for x = 0 to TEXT_XMAX - 1
              c = (distbuffer(x, y) - mindist) / ((maxdist - mindist))
              'if c < 0.0 then c = 0.0
              'if c > 1.0 then c = 1.0
              r = 255 - (c * 255)
              g = (c * 255)
              'g = r
              b = r'255 - (c * (r-255))
              texture(x , y) = r shl 16 or g shl 8 or b
          next x
          next y

end sub
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Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #14 on: May 15, 2006 »
Really excellent tunnels but you know that :) Nice one Relsoft and again, props for posting the source.
Shockwave ^ Codigos
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Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #15 on: May 15, 2006 »
This is without a doubt the worst entry so far  O0
In my defence it only took 30 mins (and it shows!!!)

Exe is attached for those who don't have FB.

Code: [Select]
'
' Tunnel Routine For DBF Tunnel Challenge By Shockwave^DBF.
' =========================================================
'
' This is a much more basic type of tunnel than the others posted so far
' but still, I hope that you'll like it.
'
'------------------------------------------------------------------------------

'-------------------------------------
' Includes.
'-------------------------------------
        #define dbfcls   reDim Shared As Integer Buffer( 800 * 600 )
        '#define ptc_win
        #Include Once "tinyptc.bi"
        option dynamic

'-------------------------------------------------------------------------
' Open 800 X 600 Screen.
'-------------------------------------------------------------------------

        If( ptc_open( "DBF TUNNEL", 800, 600 ) = 0 ) Then
        End -1
        End If
   
'--------------------------------------------------------------------------
' Define Storage;
'--------------------------------------------------------------------------
        defint a-z
        Dim Shared As Integer Buffer( 800 * 600 )
        dim shared rings as integer     
        rings=50
        dim shared rx(rings) as double
        dim shared ry(rings) as double
        dim shared rz(rings) as double
        dim shared gadd as integer
        dim shared zsp as double
        dim shared zdiv as double
        dim shared move as double
        dim shared circx(1440) as double
        dim shared circy(1440) as double
        dim shared offs as integer
        offs=1
        for a=1 to 1440
            circx(a)=1600*sin(a*3.14/720)
            circy(a)=1600*cos(a*3.14/720)
        next
       
        move=0.0
        zsp=(rings+1)/2
        gadd=0
        for a=1 to rings
           
            rx(a)=500*sin(gadd/33)
            ry(a)=500*sin(gadd/35)
            rz(a)=zsp
            zsp=zsp-.5
            gadd=gadd+5
        next
       
'---------------
'-Debug Stuff; -
'---------------
    dim shared oldtime,newtime as double
    dim shared TST as string
    dim shared ticks as integer
    ticks=0
'-----------------------------------------------------------------
' Read In Our Font;
'-----------------------------------------------------------------
        dim shared FONT (81 * 59) as integer
        FOR LP=1 TO (81*59)
                READ FONT(LP)
        NEXT
   
'--------------------------------------------------------------------------
' Define Subs;
'--------------------------------------------------------------------------
   
declare sub DBFWPF(BYVAL BX AS INTEGER, BYVAL BY AS INTEGER , BYVAL CH AS INTEGER )
declare sub DBFTEXT(BYVAL BX AS INTEGER , BYVAL BY AS INTEGER , BYVAL CH AS INTEGER , BYVAL CLR AS INTEGER)
declare SUB Millisecs()
declare sub draw_rings()

    oldtime=timer
    DO
        millisecs()
        draw_rings()
        Ptc_Update @Buffer(0)
        dbfcls
       
       
        ticks=ticks+1
    LOOP UNTIL INKEY$<>""

sub draw_rings()
       move=move+.05
    dim tx,ty as integer
    dim rst as integer
    offs=offs+1
    if offs>20 then offs=offs-20
   
   
   
    for a=1 to rings
        tx=(rx(a)/(rz(a)-move))+400
        ty=(ry(a)/(rz(a)-move))+300
        clr=a shl 2
        clr2=a
       
        for z=offs to 1440 step 20
           
            ttx=(circx(z)/(rz(a)-move))+tx
            tty=(circy(z)/(rz(a)-move))+ty
           
            dbfwpf(ttx,tty,rgb(clr,clr,clr))
            dbfwpf(ttx-1,tty,rgb(clr2,clr,clr2))
            dbfwpf(ttx+1,tty,rgb(clr2,clr,clr2))
            dbfwpf(ttx,tty-1,rgb(clr2,clr,clr2))
            dbfwpf(ttx,tty+1,rgb(clr2,clr,clr2))
       
        next
        dbfwpf(tx,ty,rgb(clr,clr,clr))
            dbfwpf(tx-1,ty,rgb(clr,clr,clr2))
            dbfwpf(tx+1,ty,rgb(clr,clr,clr2))
            dbfwpf(tx,ty-1,rgb(clr,clr,clr2))
            dbfwpf(tx,ty+1,rgb(clr,clr,clr2))
    next
 
    if move>=.5 then
        gadd=gadd-255
       for a=1 to rings
            rx(a)=500*sin(gadd/33)
            ry(a)=500*sin(gadd/35)
            gadd=gadd+5
        next
       
        move=move-.5
    end if
end sub


SUB Millisecs()
    t=timer

if  t-oldtime >=1 then
    newtime = ticks
    ticks=0
    oldtime=timer
end if

    TST = str( (newtime) )
    TST = "FPS "+TST
    for LP=1 to len(tst)
        CH=(ASC(MID(TST,LP,1)))-31
        DBFTEXT((LP*10),1,CH,&hFFFFFF)
    NEXT
   
end sub


   
'-------------------------------------------------------------------------
'Sub To Draw A Letter AnyWhere On The Screen (With Clipping);
'-------------------------------------------------------------------------
sub DBFTEXT(BYVAL BX AS INTEGER , BYVAL BY AS INTEGER , BYVAL CH AS INTEGER , BYVAL CLR AS INTEGER)
dim blx,bly as integer
    '---------------------------------
    'Calculate Offset In Font Data;---
    '---------------------------------
    bm=(ch*81)-81
    FOR BLY=0 TO 8
    FOR BLX=1 TO 9
        '--------
        'Clip;---
        '--------
        IF (BX+BLX>0) AND (BX+BLX<799) AND (BY+BLY>0) AND (BY+BLY<599) THEN
           
            '----------------------------------------------------
            'Draw Pixel In Buffer If Onscreen And If Binary 1 ---
            '----------------------------------------------------
           
            MM= FONT(((BLY*9)+BLX)+BM)
            IF MM >0 THEN BUFFER (((BY+BLY)*800)+BX+BLX)=CLR
        END IF
    NEXT
    NEXT
END SUB

SUB DBFWPF (BYVAL BX AS INTEGER , BYVAL BY AS INTEGER , BYVAL CH AS INTEGER)
   
    IF (BX>0) AND (BX<800) AND (BY>0) AND (BY<600) THEN
        BUFFER ((BY*800)+BX)=CH       
    END IF
   
END SUB


'==============================================================================
' Binary Font By Shockwave / DBF; (59 Chars)
'==============================================================================

'space
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
'!
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,1,0,0,0
data 0,0,0,1,1,1,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,1,1,1,0,0,0
data 0,0,0,1,1,1,0,0,0
'"
data 0,1,1,0,1,1,0,0,0
data 0,1,1,0,1,1,0,0,0
data 0,1,1,0,1,1,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
'#
data 0,0,0,0,0,0,0,0,0
data 0,1,1,0,0,0,1,1,0
data 1,1,1,1,1,1,1,1,1
data 0,1,1,0,0,0,1,1,0
data 0,1,1,0,0,0,1,1,0
data 0,1,1,0,0,0,1,1,0
data 1,1,1,1,1,1,1,1,1
data 0,1,1,0,0,0,1,1,0
data 0,0,0,0,0,0,0,0,0
'£
data 0,0,1,1,1,1,0,0,0
data 0,1,1,1,1,1,0,0,0
data 0,1,1,0,0,0,0,0,0
data 0,1,1,0,0,0,0,0,0
data 0,1,1,1,1,0,0,0,0
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data 1,1,1,0,0,0,0,0,0
'q
data 0,1,1,1,1,1,1,1,0
data 1,1,1,1,1,1,1,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,1,0,0,0,0,1,1
data 1,1,1,0,0,1,0,1,1
data 1,1,1,0,0,0,1,1,1
data 1,1,1,1,1,1,1,1,1
data 0,1,1,1,1,1,1,1,0
'r
data 1,1,1,1,1,1,1,1,0
data 1,1,1,1,1,1,1,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,1,1,1,1,1,1,0
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data 1,1,1,0,0,0,0,1,1
data 1,1,1,0,0,0,0,1,1
data 1,1,1,0,0,0,0,1,1
's
data 0,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1
data 1,1,0,0,0,0,0,0,0
data 1,1,0,0,0,0,0,0,0
data 0,1,1,1,1,1,1,1,0
data 0,0,0,0,0,0,1,1,1
data 0,0,0,0,0,0,1,1,1
data 1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,0
't
data 1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
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data 0,0,0,1,1,1,0,0,0
data 0,0,0,1,1,1,0,0,0
data 0,0,0,1,1,1,0,0,0
'u
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
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data 1,1,1,0,0,0,0,1,1
data 1,1,1,1,1,1,1,1,1
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'v
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data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,1,0,0,0,0,1,1
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data 1,1,1,1,0,0,1,1,1
data 0,1,1,1,1,1,1,1,0
data 0,0,1,1,1,1,1,0,0
'w
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,1,0,1,0,0,1,1
data 1,1,1,0,1,0,0,1,1
data 1,1,1,0,1,0,0,1,1
data 1,1,1,1,1,1,1,1,1
data 0,1,1,1,0,1,1,1,0
'x
data 0,1,1,0,0,0,1,1,0
data 0,1,1,0,0,0,1,1,0
data 0,1,1,0,0,0,1,1,0
data 0,1,1,0,0,0,1,1,0
data 0,1,1,1,1,1,1,1,0
data 1,1,1,1,0,0,1,1,1
data 1,1,1,0,0,0,0,1,1
data 1,1,1,0,0,0,0,1,1
data 1,1,1,0,0,0,0,1,1
'y
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 0,1,1,1,1,1,1,1,1
data 0,0,0,0,0,0,1,1,1
data 0,0,0,0,0,0,1,1,1
data 1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,0
'z
data 1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1
data 0,0,0,0,0,0,0,1,1
data 0,0,0,0,0,0,1,1,1
data 0,1,1,1,1,1,1,1,0
data 1,1,1,0,0,0,0,0,0
data 1,1,1,0,0,0,0,0,0
data 1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1
Shockwave ^ Codigos
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Offline Clyde

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Re: New Coding Challenge (Tunnel effects).
« Reply #16 on: May 15, 2006 »
Whats wrong with that dude, nice one and with one arm too. :D
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.

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Offline Stonemonkey

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Re: New Coding Challenge (Tunnel effects).
« Reply #17 on: May 15, 2006 »
Cool @ the bit down the middle, and 150fps!. Thought it was only relsoft who coded 1 handed  :P

Offline relsoft

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Re: New Coding Challenge (Tunnel effects).
« Reply #18 on: May 15, 2006 »
Hey, that's nice. :*)  I like the denter line.  YOu could probably polygonize this and make a very fast(no sort, no zbuffer) textured tunnel ;*)
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Offline Rbz

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Re: New Coding Challenge (Tunnel effects).
« Reply #19 on: May 15, 2006 »
Nice stuff dudes !
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