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Messages - matchy

#76
Quote from: mentalthink on 2015-Dec-08
Take a look to Raspberry PI Zero...

Hmm never heard of it.
#77
Not sure when I can get mine but I really need to replace some Arduino projects in thin spaces, though they are no as quick as the RPi2.  ;)
When including stocking, shipping and extra wifi and adapter kits, the price is not much less. I look forward to when I'm able to visit the local electronics store and actually pay $5 for it.
Anyhow, so now it's a race to who tests the first GLBasic program on it I suppose.  :D
#78
Quote from: Elemee on 2015-Nov-19
I had assumed there was a library of drawing functions, but it is less formal than that ...

By assumption there are many, as we all have our own developed type libraries over time and so I suggest you do that to. A "solid circle" (which does not exist) is really a disc, so by interpretation it can't be a fixed GLBasic command due to vague term.
#79
Nice with the bump maps but innovative step backwards for me as I would prefer GLBasic code to produce run-time textures.  :-[
#80
The idea is to get all the cars on screen right now and a freeway and/or car park demo would suit. Again, I'm looking for a 3d object that go on the side of the road, like trees and shrubs.

Lyzo's BlitzBasic remake is quite good.

#81
The tiling can match the map and be used for an editor, although I don't think an editor would be fun.
Whilst I just completed converting 80+ of those car models and so I am ready to start using them soon. My recent idea was to have them all going in one direction at the moment because that would be easy; Bump 'N Jump, Spy Hunter for now, Rock 'N Roll Racing later.  :D :D :D
#82
Can maybe inline glBegin commands correct it?  :blink:
#83
Has anyone released an Android 3D app because this bug is a big obstacle?  :rant:
#84
Great suggestions and I've considered drifting and super sprint sounds great but this game doesn't necessarily have to be a racer because of the selection of cars. Most is just a repeat I other stuff, but it's the cars that make it interesting. Now I'd like to put

Net code, like lighting and shading stalling issues, is too much for this project. Do you have any more models, such as trees, signs, houses, motorcycle, bicycle, etc. as this would be motivating?
#85
The lighting is just too much troublesome for me advance using any lights so I'm not going to worry about it now. I know I would need to create some object defacing tools and that's another project. :zzz:


Right now, at least I've further discovered that a vrml export to max does just fine and I have disassembled and separated the wheels of six car so far and I think the whole set can be done.  :good:

so i have an update v2 so please test! next is 8 bit sfrxs motor sounds at least. what's next, erico, in regards to game type? street rod? century time-traveler-car-driver? perhaps i'll need to learn terrain path tracking like ProN3rd explained to me. :D :D :D :
#86
X_AUTONORMALS 2 perhaps?
#87
You'll need to demonstrate in code!
#88
There are ddd files and an original lwo file for anyone who is able to light up the object with a spotlight num 0. celshader -2 actually gives a nice proper spotlight which is what I am using now. I've discovered that many of the lwo files fail on blender import. So I have focused on the Porsche with detaching the wheels spinning and the car rocking back and forth (for accel) and left and right (for turn + speed). The main problem is when any spotlight is used, the normals kick in. So yeah, I might try out going through all the faces and produce flat normals.

Here's an example where the indicators should be amber not blue for celshader:
#89
When I import the 3ds into blender ('cause lwo failed), then back to 3ds max, i am now able to break apart everything such as to turn wheels and open doors. gta clone awe yeah!!!  :o :D :D
#90
Can you export a car model with that?  :-[