Author Topic: Metaballs :)  (Read 29477 times)

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Offline Clyde

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Re: Metaballs :)
« Reply #20 on: June 03, 2006 »
My appologies dude, Nice Marching Cubes Xteraco.
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.

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Re: Metaballs :)
« Reply #21 on: June 03, 2006 »
@shockwave: tight metaballs man, just amazing :D

Offline TinDragon

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Re: Metaballs :)
« Reply #22 on: June 03, 2006 »
Quote
I don't have the code anymore but I think the BB code was Blunder's coded as a screensaver and yeah it's much,  much faster.

I didn't covert someone elses BB code I converted my own, but my BB code was a conversion of a C version I downloaded of the net. I have a load of old C/ASM based dos effects code kicking around in my backup archives on cd's. I converted a few that I could follow over to blitz but alot of them used ASM and I couldnt work out what some of it did  ???

Offline Shockwave

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Re: Metaballs :)
« Reply #23 on: June 03, 2006 »
Hey Xteraco! Nice one :)
That's the best one yet as far as I'm concerned!
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Offline Shockwave

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Re: Metaballs :)
« Reply #24 on: June 03, 2006 »
I've done a few optimisations on mine and improved the movements, I've attached it as an exe as the code is essentially the same.  :D
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Offline TinDragon

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Re: Metaballs :)
« Reply #25 on: June 03, 2006 »
Nice one, looks really cool in that color scheme.
I made some changes to mine, now has 2 different size blobs and twice as many, mind the fps took a big drop but it's still faster than the original code under blitz LOL


Offline Shockwave

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Re: Metaballs :)
« Reply #26 on: June 03, 2006 »
Yep, they are better in red Jon. Nice one.
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Offline Ghost^BHT

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Re: Metaballs :)
« Reply #27 on: June 03, 2006 »
« Last Edit: June 03, 2006 by AlienEye »

Offline Shockwave

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Re: Metaballs :)
« Reply #28 on: June 03, 2006 »
Nice logo Bill :)
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Offline Ghost^BHT

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Re: Metaballs :)
« Reply #29 on: June 03, 2006 »
oops wrong link   ??? :whack:

Offline Rbz

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Re: Metaballs :)
« Reply #30 on: June 03, 2006 »
Here's my attempt, a crap one  :)

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Offline Ghost^BHT

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Re: Metaballs :)
« Reply #31 on: June 03, 2006 »
Cool one RBRAZ!    :cheers:

Offline Shockwave

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Re: Metaballs :)
« Reply #32 on: June 03, 2006 »
Wham, that one was really authentic :) nice to see one done in Blitz.
Rbraz, nice and fast, cool stuff :)
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Offline Ghost^BHT

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Re: Metaballs :)
« Reply #33 on: June 04, 2006 »
Not my code BTW - I believe this is Bluder's code - just wanted to see some blitz code here  ::) Its 100x bigger 50x slower and 500% lamer than anything else here  :||

Offline TinDragon

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Re: Metaballs :)
« Reply #34 on: June 04, 2006 »
Blitz isnt that bad apart from the bloated exe size, you can get a decent turn of speed from it if you try real hard.  Here's some more blitz metaballs, originally coded by paranoid pete but this version is compiled by me in b3d with fps counter added.
MetaballPP.rar

Offline Ghost^BHT

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Re: Metaballs :)
« Reply #35 on: June 04, 2006 »
Yep speedy alright and the MB I posted could have been sped up too - too bad the compiler sux so bad  >:(   I used 2d compiler and upx to get it to the dl size  ;D  3d compiler was over a meg ughhhhhhhhhhhhhhh as one person said " It seems to compile everything in the known universe!"  :P

Offline Shockwave

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Re: Metaballs :)
« Reply #36 on: June 04, 2006 »
In the version coded by Paranoid Pete, because of the movement pattern and the small size of the balls it makes the render a lot quicker.
It's hard to say how optimised it really is.

If we go by the speed output by Jons textured voroni tunnel posted in the tunnel challenge thread then the speed of Paranoid Pete's metaballs isn't all that great.

Jons tunnel rendered the whole screen with perspective correct textures at 640 X 480 and what looks like mip mapping at 108 fps on my system in that tunnel demo, Paranoid Pete's metablobs is rendering about the equivalent of a 300*200 area each frame and that is running at 126 fps here (I presume the same timer is being used), both compiled with the same version of BB3D too.

I've done a few experiments, even using lockedpixels and I still can't render full screen 640 X 480 at even half the speed of the tunnel.

As far as the Blitz exe sizes goes, it's a shame that Blitz users don't have much control over what goes into the exe. It's a damn shame but good results can be gotten from that language.
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Offline TinDragon

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Re: Metaballs :)
« Reply #37 on: June 04, 2006 »
The code by PP is drawing every pixel of a 640*480 frame but it uses 16bit mode which I think is were some of the speed in that one comes from and it uses locked pixels via the user decls thingy but of course at 16bit there's half the data to move as compared to 32bit. My stuff is always at 32bit in blitz and I am not sure why my tunnel is so fast, it never use to be more than in the 60's. Still the exe size in the old blitz's is really the biggest drawback. at least bmax is more optimized in that sense, you only include what modules you want so exe's are much more realisticly sized.

Offline Shockwave

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Re: Metaballs :)
« Reply #38 on: June 04, 2006 »
Yep, I tried the tests in 16, 24 and 32 bit mode. 32 bit mode was slightly faster.

Anyway, as far as the Metaballs are concerned, all cool stuff so far! I've even developed something really strange to release as an advert intro for the messageboard using a very highly modified metaball technique.

It's so strange in fact I don't even know if I like it but it's very different to what you'd be expecting :)
Just waiting for Roly to do a tune for me.
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Offline TinDragon

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Re: Metaballs :)
« Reply #39 on: June 04, 2006 »
Yep all nice metaball effects and some different approachs :)

Doesnt matter what language is used in my book as long as it works and you enjoyed coding it  :||