Author Topic: Metaballs :)  (Read 29486 times)

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Offline Shockwave

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Metaballs :)
« on: May 30, 2006 »
Here's the next one.
See who can make the best gravitational metaballs effect in any language :)
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Offline zparticle

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Re: Metaballs :)
« Reply #1 on: May 31, 2006 »
This is not mine it is from the Blitz forum by AngleDaniel. It's for BMax and I thought it was neat.

http://www.blitzbasic.com/Community/posts.php?topic=45716

Code: [Select]
'Blobby objects with BlitzMax using Max2D only

'Some special numbers
Local ballsize:Int=512
Local ballsizehalf:Int=ballsize/2

'Set up the display
Graphics 800,600,0
Cls

'Work out what the dividers needs to be
Local balldivider:Float
If ballsize=128 Then balldivider=64 '8x8
If ballsize=256 Then balldivider=256 '16x16
If ballsize=512 Then balldivider=1024 '32x32
Local lineardivider:Float
If ballsize=128 Then lineardivider=0.5
If ballsize=256 Then lineardivider=1
If ballsize=512 Then lineardivider=2

'Render the gradient image
For Local r:Float=1 To ballsize-1 Step 0.5
Local level:Float=r
level:*level
level=level/balldivider
SetColor level,level,level 'For blobby gradient shape
'SetColor r/lineardivider,r/lineardivider,r/lineardivider 'For linear gradients
DrawOval r/2,r/2,ballsize-r,ballsize-r
Next

'Turn it into an image
AutoMidHandle True
Local img:TImage=CreateImage(ballsize,ballsize,1,FILTEREDIMAGE)
GrabImage(img,0,0,0)

'Set the drawing mode
SetBlend LIGHTBLEND

'Keep drawing the image until you press Escape
Repeat
Cls
DrawImage img,400,300
DrawImage img,MouseX(),MouseY()
Flip
Until KeyHit(KEY_ESCAPE)

Offline Shockwave

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Re: Metaballs :)
« Reply #2 on: May 31, 2006 »
The tutorial should be a help for anyone who wants to have a go at this.
I'll most probably start mine tonight.
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Offline relsoft

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Re: Metaballs :)
« Reply #3 on: June 01, 2006 »
Here's a tute I made with regrds to this effect. :*)


http://petesqbsite.com/sections/express/issue1/index.html#blobs

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Offline Shockwave

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Re: Metaballs :)
« Reply #4 on: June 01, 2006 »
Kewl :)
I'll read that first before I code mine ;)
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Offline zawran

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Re: Metaballs :)
« Reply #5 on: June 01, 2006 »
Here is first attempt based on the tutorial from Relsoft: http://zac-interactive.dk/temp/blob_objects.zip

Offline Shockwave

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Re: Metaballs :)
« Reply #6 on: June 01, 2006 »
Cool :) Nice one Zawran.
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Offline relsoft

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Re: Metaballs :)
« Reply #7 on: June 02, 2006 »
Nice one Zawran!
 O0
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Offline TinDragon

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Re: Metaballs :)
« Reply #8 on: June 02, 2006 »
Here's my attempt based on a blitz source that I converted from an old C source that I got somewhere off the net a few years ago, cant credit the original coder as I dont know who it was but I can say that this FB version is much, much faster than the blitz version at this res ;)


Offline zawran

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Re: Metaballs :)
« Reply #9 on: June 02, 2006 »
Nice one Jon, I remember that someone on the BR forum had converted that one also years ago. Can't remember who posted it back then though, but it looked very much like it, some French code I think. Its better than my attempt because this one actually have the blobs sorta melt together where mine just adds the colorvalues of the blobs together. Great look blobs, and good speed it seems as well.

[edit] I couldn't find that post on the BR forum so its most likely your blitz conversion that I have seen way back, hehe. My memory is failing me it seems. Still its a really cool looking effect.
« Last Edit: June 02, 2006 by zawran »

Offline Shockwave

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Re: Metaballs :)
« Reply #10 on: June 02, 2006 »
Ahh, that's the stuff Jon!
Nicely converted, FB really is so cool for doing this kind of stuff.
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Offline TinDragon

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Re: Metaballs :)
« Reply #11 on: June 02, 2006 »
@Zawran, yes i probably sent you the blitz code to try in B+ at some point as that was faster at pixel drawing. The blitz version runs about the same speed as this at 320*240 but about 1/4 at 640*480.

@Shockwave,  Yep FB and TinyPTC make this sort of pixel pushing great fun and it's sparked my interest in coding again which hasn't happened in a while  ;D

Offline Shockwave

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Re: Metaballs :)
« Reply #12 on: June 02, 2006 »
Here's my first attempt.
I started to read Relsoft's tutorial and while it made perfect sense I wanted to do my own version so this code is different. It's probably slower than his version, I've yet to optimise it but it gives the classic metaballs pattern.
Exe attached for those without Freebasic.
Code: [Select]
'
' Lame Metablobs by Shockwave ^ DBF
' All Original code (so what?!?)
'
'------------------------------------------------------------------------------

'-------------------------------------
' Includes.
'-------------------------------------
       
        '#define ptc_win
        #Include Once "tinyptc.bi"
        option dynamic

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

        If( ptc_open( "METABLOBS", 640, 480 ) = 0 ) Then
        End -1
        End If
   
'--------------------------------------------------------------------------
' Define Storage;
'--------------------------------------------------------------------------
        defint a-z
        Dim Shared As Integer Buffer( 640 * 480 )
        Dim Shared As Integer Buffer2( 640 * 480 )
       
       
'---------------
'-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
'
' Storage for our metablob graphic;
'
        dim shared blob (200 , 200) as integer
        dim as double angle,bangle
'
' Generate blob here!

radius=99

for z=1 to 99
        bangle=360
        clv=z
        if clv>255 then clv=255
        for a=1 to 360
           
            x1=(100+(radius*sin(angle*3.1415926535897932/180)))
            y1=(100+(radius*cos(angle*3.1415926535897932/180)))           
            x2=(100+(radius*sin(bangle*3.1415926535897932/180)))           
           
            angle=angle+.5
            bangle=bangle-.5
                               
            for l=x2 to x1
                blob(l,y1)=clv
            next
           
        next
        radius=radius-1
next

'
' Colour palette
'
        dim shared cols (500) as integer
        rclv=0
        gclv=0
        bclv=0
        for a=1 to 500
            cols(a)=rgb(rclv,gclv,bclv)
        if a<155 then
        rclv=rclv+6
        gclv=gclv+4
        bclv=bclv+2
        if rclv>255 then rclv=255
        if gclv>255 then gclv=255
        if bclv>255 then bclv=255
        else
        rclv=rclv-3
        gclv=gclv-5
        bclv=bclv-5
        if rclv<0 then rclv=0
        if gclv<0 then gclv=0
        if bclv<0 then bclv=0
       
        end if
           
        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 dblob(BYVAL MVOX AS INTEGER , BYVAL MVOY AS INTEGER)
declare SUB Millisecs()
declare sub copybuffer()
dim shared as integer gadd,gadd2,gadd3
    oldtime=timer
    DO
       
        gadd=gadd+1
        gadd2=gadd2-1
        gadd3=gadd3+2
       
        dblob(220+250*sin(gadd3/77),140+39*cos(gadd2/33))
        dblob(220+150*sin(gadd2/39),140+299*cos(gadd/33))
        dblob(220+250*sin(gadd/33),140+199*cos(gadd3/39))
       
        dblob(220+125*sin(gadd/37),140+19*cos(gadd3/33))
        dblob(220+250*sin(gadd3/39),140+29*cos(gadd2/33))
        dblob(220+50*sin(gadd2/33),140+249*cos(gadd/29))
       
        copybuffer()
        millisecs()
       
        Ptc_Update @Buffer(0)
       
       
       
        ticks=ticks+1
    LOOP UNTIL INKEY$<>""

sub copybuffer()
    for a=1 to 640*480
        buffer(a)=cols(buffer2(a))
        buffer2(a)=buffer2(a) *.80

    next
end sub

sub dblob(BYVAL MVOX AS INTEGER , BYVAL MVOY AS INTEGER)
   
    for x=1 to 200
    for y=1 to 200
        BX=MVOX+X
        BY=MVOY+Y
        IF (BX>0) AND (BX<639) AND (BY>0) AND (BY<479) and (blob(x,y)>0) THEN
        BUFFER2 (((MVOY+Y)*640)+(MVOX+X))=BUFFER2 (((MVOY+Y)*640)+(MVOX+X))+(blob(x,y))
        if BUFFER2 (((MVOY+Y)*640)+(MVOX+X))>500 then BUFFER2 (((MVOY+Y)*640)+(MVOX+X))=500
        END IF
    next
    next
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<639) AND (BY+BLY>0) AND (BY+BLY<479) THEN
           
            '----------------------------------------------------
            'Draw Pixel In Buffer If Onscreen And If Binary 1 ---
            '----------------------------------------------------
           
            MM= FONT(((BLY*9)+BLX)+BM)
            IF MM >0 THEN BUFFER (((BY+BLY)*640)+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<639) AND (BY>0) AND (BY<479) THEN
        BUFFER ((BY*640)+BX)=CH       
    END IF
   
END SUB


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

'space
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'3
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'd
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'm
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'o
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'p
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'r
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's
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't
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'u
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'v
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'w
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'x
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'y
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'z
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data 1,1,1,1,1,1,1,1,1
Shockwave ^ Codigos
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Offline TinDragon

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Re: Metaballs :)
« Reply #13 on: June 02, 2006 »
Nice one Shockwave and pretty good speed here, 88fps. Not actually checked the fps of mine, might add that in ;)

Offline Shockwave

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Re: Metaballs :)
« Reply #14 on: June 02, 2006 »
Cheers Jon, the speed is a bit slow at the moment but I'll optimise it when I get a chance to tweak it. I have a few ideas for this effect :)
Shockwave ^ Codigos
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xteraco

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Re: Metaballs :)
« Reply #15 on: June 02, 2006 »
hey hey, i'm still around yo! :)

here's some balls for yall, in the entoxicoded colortheme :)


Offline Rbz

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Re: Metaballs :)
« Reply #16 on: June 02, 2006 »
Nice stuff dudes, welldone  ;D
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Offline Ghost^BHT

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Re: Metaballs :)
« Reply #17 on: June 03, 2006 »
Quote
Here's my attempt based on a blitz source that I converted from an old C source that I got somewhere off the net a few years ago, cant credit the original coder as I dont know who it was but I can say that this FB version is much, much faster than the blitz version at this res Wink


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. 

Offline Clyde

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Re: Metaballs :)
« Reply #18 on: June 03, 2006 »
Nice Marching cubes FB Fusion, need to try it on my home PC as could just about see them and the one im currently on is very low spec. Looks ace.

And welldone to all, nice light bobs.
 
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.

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xteraco

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Re: Metaballs :)
« Reply #19 on: June 03, 2006 »
Quote
Nice Marching cubes FB Fusion

that wasnt a FB_Fusion prod..