Dark Bit Factory & Gravity
GENERAL => Projects => Topic started by: TinDragon on August 13, 2009
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Here's one of the only demo/intro things I ever did with blitz3d that used 3d commands from the language rather than pixelpushing. It's the same sort of effect as the 2d alphastars but using a 3d bobs so we get nice blending. I always like the way things glow when you do this sort of thing :)
This was a slight rework back when clyde was running cool creations, I basicly upped the sprite count and changed the logo from 2d to 3d and added some controls so people could mess with the effects abit. Should work on any DX7 upwards cards :)
Here it is, enjoy.
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cool. Who did the music?
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I dont know, there is no name that i know of in the mod and I couldnt find it on modarchive, at the time it came from a disc I had with loads of old amiga .mod music on among other things.
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Will try this out when I restart into XP, as Vista wont let me extract to the XP drve partition.
And I'll see if I can find out the musician; usually the name is in the samples / instruments list. mod plug is pretty cool.
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This is a very atmospheric and cool production. Like it a lot!
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It runs on Vista clyde so no need to run it in xp ? I looked thru the samples but there didnt appaer to be a name in them.
Glad you like it Benny :)
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@TinDragon:
Very very nice intro! Would like to know how to code this morphing stuff and try to code such stuff myself... like it since amiga days! Very impressive!
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Would like to know how to code this morphing stuff and try to code such stuff myself...
It's vectorbobs using additive blended sprites to make the glow mate.
I like the way the shapes glow here, it makes me want to make my own version actually.
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Shockwave is correct its a vectorbob type routine but rendered in 3d using addative blending. This was coded in blitz3d and is prettymuch using the same code to morph shapes as the alphastars intro in my demo archive post only in that one i did it with pixels in 2d which is why there only small starts in that one :)
There's also a morphing vectorbob section in my cubis demo and in TTD02 from zawrans demos site it features another morphing vectorbob section casting shadows on the checkboard floor which I also coded :)
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Would like to know how to code this morphing stuff and try to code such stuff myself...
It's vectorbobs using additive blended sprites to make the glow mate.
I like the way the shapes glow here, it makes me want to make my own version actually.
Yes i know, that its made by using Vectorbobs and add blending... the thing i would like to know is, how to make the morphing and moving (i am really fascinated in)
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Well the way I did it was to track 2 seperate locations for the bobs, you have the current position which you draw to the screen and you have the target position which is were you move to. Then when you change from one shape to another you set the new shape into the target positions, if the current bob is in a different place to the target one you move it a small amount towards the target position say each loop, do it slow and smooth enough and it appears as if the shapes morph between each other.
Code example would be something like this were pointsx()pointsy()pointsz() are were the bob currently is and tpointx(),tpointy(),tpointz() are were it need to move to.
For t=0 To Number_Of_Points <--- this is the number of bobs the object has basicly
If tpointx(t) > pointsx((t) Then pointsx((t) = pointsx((t) + 1
If tpointx(t) < pointsx((t) Then pointsx((t) = pointsx((t) - 1
If tpointy(t) > pointsy(t) Then pointsy(t) = pointsy(t) + 1
If tpointy(t) < pointsy(t) Then pointsy(t) = pointsy(t) - 1
If tpointz(t) > pointsz(t) Then pointsz(t) = pointsz(t) + 1
If tpointz(t) < pointsz(t) Then pointsz(t) = pointsz(t) - 1
Next
Ofc you would have setup the storage arrays before hand, I have them seperate but you ofc can use multi arrays it just makes the example easier to follow.
hope that helps :)
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Very cool and clever indeed JC1800 ;)
I like how you generate the shapes with an algo, i remember using Zarwans bob editor to do mine in a few gfx demos I did. As my skills of sin and cos are ok, but not the greatest.
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most of it comes from experimentation with different parameters till you find ones that look nice :)