Author Topic: Random Textured Rolling Hills  (Read 14195 times)

Offline Slydog

  • Prof. Inline
  • *****
  • Posts: 932
  • KodeSource
    • View Profile
    • KodeSource
Re: Random Textured Rolling Hills
« Reply #15 on: 2012-Jun-06 »
Having more fun with this!

I thought I'd convert this to 3D, and see what kind of game I can come up with.
Probably going to be simple (feature wise), and I hope I can enter something in the NaGaDeMo 'contest'.

Here's the GLBasic forum talking about the NaGaDeMo contest:
http://www.glbasic.com/forum/index.php?topic=8165

Here's a screen of what I have so far after a day:


[attachment deleted by admin]
« Last Edit: 2012-Jun-06 by Slydog »
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]

Offline Kitty Hello

  • code monkey
  • Administrator
  • Prof. Inline
  • *******
  • Posts: 10851
  • here on my island the sea says 'hello'
    • View Profile
    • http://www.glbasic.com
Re: Random Textured Rolling Hills
« Reply #16 on: 2012-Jun-06 »
looks really interesting.

Offline Schranz0r

  • Premium User :)
  • Administrator
  • Prof. Inline
  • *******
  • Posts: 5116
  • O Rly?
    • View Profile
Re: Random Textured Rolling Hills
« Reply #17 on: 2012-Jun-06 »
Use newton to do some great stuff and create a game with it ;)
I <3 DGArray's :D

PC:
AMD Ryzen 7 3800X 16@4.5GHz, 16GB Corsair Vengeance LPX DDR4-3200 RAM, ASUS Dual GeForce RTX™ 3060 OC Edition 12GB GDDR6, Windows 11 Pro 64Bit, MSi Tomahawk B350 Mainboard

Offline erico

  • Community Developer
  • Prof. Inline
  • ******
  • Posts: 4450
    • View Profile
    • FUED
Re: Random Textured Rolling Hills
« Reply #18 on: 2012-Jun-06 »
could add some stunt cars too. :P

Offline Slydog

  • Prof. Inline
  • *****
  • Posts: 932
  • KodeSource
    • View Profile
    • KodeSource
Re: Random Textured Rolling Hills
« Reply #19 on: 2012-Jun-06 »
Lack of physics really limits what I can do.
Schronz0r: I checked out the 'Newton' site, and saw GLBasic was mentioned there:
http://newtondynamics.com/wiki/index.php5?title=FAQ_Languages_Headers

So I checked out the 'samples' again, and what do I find? 
Newton projects already created in GLBasic!   :enc:

The only problem I suppose is for device support.
It only works on PC, Mac, Linux, and iPhones.  I would like Android too.
I have to research and see if they are considering other platforms/devices.

But so far, I only plan on iPhone and PCs. 
Maybe I'll keep my physics code generic on my end so I can plug in a new SDK anytime in the future.
(ie. I'll wrap their functions)

I was planning on writing my own physics code (VERY simple of course), but Newton should save me days of coding!

could add some stunt cars too. :P
Ha, I know, so many ideas!  Cars, bikes/motorbikes, snow (ski, boarding, sledding), some crazy bowling game . . .!
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]

Offline Slydog

  • Prof. Inline
  • *****
  • Posts: 932
  • KodeSource
    • View Profile
    • KodeSource
Re: Random Textured Rolling Hills
« Reply #20 on: 2012-Jun-06 »
I would love it if GLBasic had a built-in physics engine!  8)

Newton SDK is now open-source, and according to a forum topic, it has been ported to Android.
http://newtondynamics.com/forum/viewtopic.php?f=9&t=6541&start=75
Too confusing for me to follow how he did it, so I don't think I'll even try.

Since it's now open-source, how hard would it be to build it into GLBasic?
(sure, and throw in Box2D for the 2D mode while you're at it!)
Gernot, could the community help out in any way to make this easier to accomplish / maintain?
I realize I have no idea of how hard this is, just throwing it out there.

Unity3D uses the NVIDIA PhysX engine, and works across all its supported devices.
But I don't want to use Unity3D again.
GLBasic is sooo much easier to code with, and to actually get stuff done!  :good:

[Edit] Newton seems quite capable, but so confusing (any physics engine)! 
So, Newton can draw the objects for you?  I had thought you only set up the colliders and stuff, and GLBasic handles the drawing (and Newton tells you where the new object positions are).
« Last Edit: 2012-Jun-06 by Slydog »
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]