Author Topic: New Coding Challenge (Tunnel effects).  (Read 31627 times)

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Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #40 on: May 22, 2006 »
Xteraco, sorry for the slow feedback, I've been busy trying to fix the slow forum speed, it's sorted now!
I like the tunnel, nice and gloomy and it runs nice and fast too.
The font spoils it a bit though, quite hard to read.
Shockwave ^ Codigos
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xteraco

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Re: New Coding Challenge (Tunnel effects).
« Reply #41 on: May 22, 2006 »
yeah, that font was a big mistake

Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #42 on: May 23, 2006 »
Hey, good tunnel though mate. Never mind the font.
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Offline TinDragon

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Re: New Coding Challenge (Tunnel effects).
« Reply #43 on: May 24, 2006 »
had this kicking about in my old B2D demo code, was something me and zawran worked on and he did a demo with a better version but since it was there here's my tunnel effort. note it uses no 3d commands but is compiled with b3d since I dont have b2d installed anymore, hence the rather bloated exe size.   :-[

www.tindragons.com/demos/ttdtunnel.zip

Note the TTD site has reverted to a very old board site due to a major cock up by the hosts so please dont worry about visiting it. I will replace it at some point with a half decent site but cant be arsed at the moment  ;D

[EDIT] Stupid wireless keyboard missed half the letters  O0

Offline zparticle

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Re: New Coding Challenge (Tunnel effects).
« Reply #44 on: May 24, 2006 »
Very smooth and I love the green texture.

Offline TinDragon

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Re: New Coding Challenge (Tunnel effects).
« Reply #45 on: May 24, 2006 »
Hehe, I tried to get that green tile texture in a TTD demo for ages but Zawran always came up with something that looked better, dont think he liked it that much but I finally got to use it  >:D

Offline zawran

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Re: New Coding Challenge (Tunnel effects).
« Reply #46 on: May 24, 2006 »
I have to admit that I wasn't that keen on it, and as Jon says, I always managed to make something else we ended up using. :)

Perhaps I should make a tunnel effect since everyone else is contributing. I will see if I have time for it before the week is over.

Offline zparticle

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Re: New Coding Challenge (Tunnel effects).
« Reply #47 on: May 24, 2006 »
this is kind of cheating since I did this right before the compo got announced but - here is my entry

http://dbfinteractive.com/index.php?topic=61.0

Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #48 on: May 24, 2006 »
Zparticle, that tunnel is wicked as you know :)

Jon I was amazed at your BB2D tunnel with what looks like a perfect perspective correct texture mapper and it's running here at over 100fps in 640X480 mode which is quicker than I can poke the screen buffer full of plain pixels, that's bloody impressive :)

Zawran, I'll look forward to seeing what you come up with.
Shockwave ^ Codigos
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Offline TinDragon

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Re: New Coding Challenge (Tunnel effects).
« Reply #49 on: May 24, 2006 »
Yes I was very suprized at the speed I got here on this PC, on my old one when it had a GeforceFX 5200 card it was a struggle getting anywhere close to 60fps and generally was difficult getting over 43fps, but on my new PC it seems to fly along at about the 100fps mark. I can only assume that blitz had some form of optimizing go on or that newer drivers have better transfer rate. But I think you should be able to get at least as good in TinyPTC once you have the routines coded and I wouldn't be suprized to see faster.

Offline relsoft

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Re: New Coding Challenge (Tunnel effects).
« Reply #50 on: May 25, 2006 »
Green voronoi!!! Woot!!! Nice!
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Offline Rbz

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Re: New Coding Challenge (Tunnel effects).
« Reply #51 on: May 25, 2006 »
www.tindragons.com/demos/ttdtunnel.zip

Why I can't download it ?   ???

Tried "Save target ..." without success 
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Offline Ghost^BHT

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Re: New Coding Challenge (Tunnel effects).
« Reply #52 on: May 25, 2006 »
Same here - can't dl  ???

Offline Clyde

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Re: New Coding Challenge (Tunnel effects).
« Reply #53 on: May 25, 2006 »
Probably updating their site as mentioned earlier.

I also got full fps on the kermit tunnel, 75fps, which my monitor refresh rate is.

Cool tunnels everyone, grand efforts all round.
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Offline TinDragon

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Re: New Coding Challenge (Tunnel effects).
« Reply #54 on: May 25, 2006 »
I am not entirely sure whats happening with the site, philcom actually owns the domain and space and lets me use it for free but it's been a while since I have seen him about it, I do know that there are server upgrades going on in the data centre so perhaps it's offline for that. Hopefully it will be back up soon or I will have to find a new host  :(

Offline relsoft

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Re: New Coding Challenge (Tunnel effects).
« Reply #55 on: May 25, 2006 »
Here's another entry from me. This time C++. I got an FB ver too if you'd like to see it. :*)

http://rel.betterwebber.com/junk.php?id=48

 O0

TinDragon.  That voronoi texture could be generated procedurally so you'd be able to ditch external images. :*)
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Offline TinDragon

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Re: New Coding Challenge (Tunnel effects).
« Reply #56 on: May 25, 2006 »
Yes I have never really done much with texture generation in code, maybe I will look into it as it would be nice to create textures on the fly and use them, would be cool for making tiny demos and intro's with as little external media as possible, if only I could code a soft synth as well  ;)

Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #57 on: May 25, 2006 »
Yeah Rel, those are really cool! :)
When do you get the time to make all this stuff? I struggle for time always!
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Offline Clyde

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Re: New Coding Challenge (Tunnel effects).
« Reply #58 on: May 25, 2006 »
@Relsoft: You could always post the FB version in the Code place.
I was going to enter one, but looking at all those cool tunnel submissions, mine would look lost.

Congrats all.
Clyde.
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Offline Shockwave

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Re: New Coding Challenge (Tunnel effects).
« Reply #59 on: May 25, 2006 »
I think you should still enter one if you have time Clyde :)
Shockwave ^ Codigos
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