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Messages - ~Ar-S~

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1
It's cool. The overlapping of the nurbs is a little too fast, it makes a flash effect that bothers me a little.

2
Nice work KrazyK  :bananaphallus:

3
Purebasic / Re: Persistence Of Vision Menu CD23 Remake
« on: November 08, 2022 »
I missed some cool release. Thank you  :D

4
Purebasic / Re: Pure Energy 62a source
« on: November 08, 2022 »
Thanks again for sharing.  :||

5
Purebasic / Re: Stax remakes and PB source
« on: November 08, 2022 »
Thanks again, i like it.
Again a strange result in full screen (maybe because of a dual qhd screen ?).
Any chance to share your kk source lib ?

6
Purebasic / Re: My New Demo (old school)
« on: November 08, 2022 »
Thanks. Pretty cool.
There is some clipping during scroll text in my QHD screen.

7
That's amazing Padman !  :|| Congratulation !

8
Purebasic / Re: STAX menu 57 remake
« on: January 20, 2022 »
Thanks for sharing dude

9
Purebasic / Re: Hi everybody
« on: December 15, 2021 »
Welcom Supix  :carrot:

10
Purebasic / Re: 3d Object Tool
« on: March 31, 2021 »
Cool.
Witch object format is acceped ? (.obj .max... ?)
Thanks

11
Purebasic / Re: Automation 450 remake - PB Source
« on: March 13, 2021 »
Thanks. I'll check that soon. Thanks for sharing.

12
Purebasic / Re: The Lost Boys Beatnic screen
« on: February 13, 2021 »
Very nice !

13
Purebasic / Re: PB Cracktro source
« on: February 13, 2021 »
Thanks for sharing  and thanks for comments int the code !

14
Purebasic / Re: Sync V2M Music 2 GLSL Shader
« on: June 01, 2020 »
1080 => That works perfectly.  :clap:

15
Purebasic / Re: PB Twister
« on: November 12, 2019 »
Very Nice ! :||

16
Thanks for sharing.  :goodpost:
But you say "Only native PB instructions"... And i see KK_DrawTransparentImage..
Please add a link to KK_xxxxx lib

I also see a small API (ShowCursor_)  :trans:

17
Purebasic / Re: Aggression / D-Bug remake
« on: November 12, 2019 »
Is works on my little big monster.
(Ryzen 3700 + GTX 1080 powered by windows 10 x64)

18
Purebasic / Re: DemoCoding - Tunnel Effect
« on: April 28, 2019 »
I continue to fight and wish that someday there will be a few small steps forward in terms of my health.
Then I would like to create more tutorials.

Um, I'm sad to hear that you have health concerns.
I really hope your problems will get better.
Take care of you.

19
Purebasic / Re: DemoCoding - Tunnel Effect
« on: April 23, 2019 »
I almost missed that great tutorial. Thank you Mr Va!n
I know this topic is very old but the same tutorial for a dot tunnel would be great.
thank you for sharing your knowledge.

Here is just a little 5.70 compatible modification

Code: [Select]
; *************************************************************************************
; *   P r o j e c t :    T u n n e l - F x
; *************************************************************************************
; *
; *   Part7: Moving Tunnel:
; *   ---------------------
; *   This is the last turorial part, where we will try to get the tunnel fx more
; *   interesting while moving the tunnel, by using SIN().
; *
; *   Source and Tutorial (c) by Thorsten Will aka va!n
; *   All rights reserved.
; *
; *************************************************************************************


DisableDebugger

; -------- Init Code --------

lTextureSize.l  = 256
lScreenWidth.l  = 640
lScreenHeight.l = 480

Dim aTexture  (lTextureSize  , lTextureSize   )
Dim aDistance (lScreenWidth*2, lScreenHeight*2)
Dim aAngle    (lScreenWidth*2, lScreenHeight*2)
Dim aBuffer   (lScreenWidth  , lScreenHeight  )

; -------- Generating Mapping Texture --------

For x.l = 0 To lTextureSize -1
  For y.l = 0 To lTextureSize -1
    aTexture(x,y) = (x * 256 / lTextureSize) ! (y * 256 / lTextureSize)
  Next
Next

; -------- Generating Distance and Angle Table --------

dDistance.d = 32.0
dParts.d    =  0.5
         
For x = 0 To lScreenWidth*2 -1     
  For y = 0 To lScreenHeight*2 -1
    aDistance(x,y) = Int(dDistance * lTextureSize / Sqr( (x-lScreenWidth) * (x-lScreenWidth) + (y-lScreenHeight) * (y-lScreenHeight) )) % lTextureSize
    dAngle.d = (dParts * lTextureSize * ATan2(y-lScreenHeight, x-lScreenWidth) / #PI)
    aAngle(x,y) = Int (256 - dAngle) & 255
  Next
Next

; *************************************************************************************

InitSprite()

OpenWindow(0,0,0,lScreenWidth,lScreenHeight,"",#PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(0),0,0,lScreenWidth, lScreenHeight,0,0,0,#PB_Screen_WaitSynchronization )

dSpeedX.d = 1.0
dSpeedY.d = 1.0

Repeat
  ; ------- Stuff for doing the animation -------
 
  dAnimation.d = dAnimation.d + 0.005
 
  lShiftX.l = Int(lTextureSize * dSpeedX.d * dAnimation.d)
  lShiftY.l = Int(lTextureSize * dSpeedY.d * dAnimation.d)

  lLookX = lScreenWidth /2 + Int(lScreenWidth /2 * Sin(dAnimation * 4.0 ))
  lLookY = lScreenHeight/2 + Int(lScreenHeight/2 * Sin(dAnimation * 6.0 ))

  ; -------- Calculate Texture coordinates and draw Tunnel -------

  StartDrawing(ScreenOutput())
    For y = 0 To lScreenHeight-1
      For x = 0 To lScreenWidth -1
        lCoordinateX.l = (aDistance(x+lLookX, y+lLookY) + lShiftX) % lTextureSize     
        lCoordinateY.l = (aAngle   (x+lLookX, y+lLookY) + lShiftY) % lTextureSize     
        aBuffer(x,y) = aTexture (lCoordinateX.l , lCoordinateY.l)
        Plot(x, y, RGB(0, 0, aBuffer(x,y) ))
      Next
    Next
  StopDrawing()

  FlipBuffers()
Until GetAsyncKeyState_(#VK_ESCAPE)

; *************************************************************************************

20
Purebasic / Re: 3D Starballs Library
« on: April 23, 2019 »
Hey.
Thanks.
I try it with PB 5.70 x64 and it works fine.
There is just a problem in the code. The KK_StarBallInfo() do not work, i ; it

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