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Messages - copse

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C / C++ /C# / Re: jelly vector / dragon ball
« on: May 05, 2012 »
I was trawling through an old directory full of Amiga source code someone sent me through the post over a decade ago, and found one called jellycube.s.  For some reason I went through and commented it and fixed a few bugs while watching television.  It was resourced from some production, I have no idea what - any code unrelated to this effect was already stripped.

Here's a youtube video of the effect:
http://youtu.be/DDmLIdbQqVw

The commented source code is attached for what its worth.  I didn't bother spending too much time on the Amiga blitter code, but I think that there isn't much to learn from this.  All transformations are done from custom tables.  The "cube" looks to be a sham and is perhaps the three sides that face the camera given it's angle of rotation.  The y stretch is quite straightforward, and the x squish seems to be done in two ways - one a distortion of the 3D vertices, another some distortion of the screen projected 2D line/fill vertices.

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Contemplating a remake.  Here's some images I reconstituted from copperlists and sequential bitplane data.  If you can work out what the extra data that looks like it could be something in the second image is, you get a peanut.  If you remember seeing the production back in the day, then maybe you thought it was as cool as I did.


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Stumbled over this old post and it's spinning cubes  :carrot:

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Are you going for something like this?
Only as inspiration in terms of the retro look.  Zeewolf is more of an inspiration to me than Virus/Zarch, even though I never played either.  Once I have it shader-based with shadows, I'll add some more game-like elements and then start experimenting with variations on the look.

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Had the same thoughts, looks really trippy with the small field of view!
Yeah, the field of view is an interesting legacy from days of limited processing power I guess.  There's a nice remake of Virus available here with Basic source, which has the option to switch cameras to and from the small field of view to other options.  The controls for Virus were too hard for me..

6
About a month ago I wrote some OpenGL code to make a retro-flat-shaded game engine.  Next step is to upgrade the OpenGL to be shader-based, rather than the old-style.  Then to extend the functionality.

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Coding tutorials / Re: Demoscene Seminar Videos
« on: February 25, 2012 »
There are a number from various sources here (mirror):
Someone should upload these to youtube.

There are tons from Breakpoint and Assembly seminars.
I think finding the ftp mirrors is probably better than relying on the seminar pages to be up to date, BP2009 was never updated or they never had any.

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:goodpost:

Been looking for some cool browser intros..

Found this which fucking rocks.

http://www.wab.com/?screen=2
From there to here to here.  Sweet, there's no reason someone shouldn't be able to take this and make something with flat-shaded polygons.

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General chat / Re: The Welcoming Committee
« on: November 10, 2011 »
Hi,  I'd like to post so this account does not get deleted!

I like flat-shaded polygons, and other retro stylistic shenanigans.  While I have no idea how, I'd like to learn to make music with a tracker.  And make demo effects as programming experiments.  But what I'll actually do is read the internet while watching television.  Ooh-er.

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