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Messages - Hemlos

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GLBasic - en / Re: 3D and GLB
« on: 2020-Aug-23 »
3d sound can easily be emulated.
As any 3d sound system uses vector comparisons, GLB can too.
Using vector comparisons, you can change the volume for forward-rear, and use the balance left-right.
PS. don't forget the distance dimension heh.

I'm a hardcore Planetside 2 player, i appreciate great 3d sound performance and depend on it to get my points. And as a programmer, i can hear and see the flaws in the "true 3d sound" environment.

What most people consider amazing 3d sound, can be improved upon GREATLY in GLB using TYPE classes.
One major improvement would be to have sound calculated and changed according to objects and structures in the 3d environment. .......Like when you go into a place that might be sealed or block, so that sound isnt calculated as it it were produced 2 meters away, when it should be muffled or NULL.

IMO "true 3d sound" is a myth, and an over glorified lib. And with the features already implemented into GLB, you can easily create a small lib, for a sound entity that will sound far better than any so called "true 3d sound" environment.

Is Strafe, rise and advance even working here? Whatever I use, my camera "advances" only.?!

Pretty certain all the math is working.
Perhaps i can help you to get this function operating as expected?
Will you create an example to show how it isn't working?

Hi Erico, glad to hear from you too!
Nothing in specific for coding, just poking around once in a while, i still enjoy helping people with their codes, and math.

It is 6 degrees of freedom.
Pretty sure to add those ideas, should be easy to make small functions.
Im at work rn, i will look into this later.

You can use rnd() as the seed input too.

Off Topic / Re: The Colour Maximite 2
« on: 2020-Jun-24 »
Just a PEEK in, don't POKE my pixels.

Announcements / Re: Server change
« on: 2019-Sep-21 »
-Anything I missed?


Thank you Gernot, GLBasic is an outstanding product, and worth every cent.

Off Topic / Re: Shaders
« on: 2019-May-15 »
hmm oh ya, i started this thread when i started playing with the shaders in glb

note: its 10 years old thread with some relevent information tho, however, i dont know if the code still works the same.
gernot helped share some important info there too

Off Topic / Re: Shaders
« on: 2019-May-14 »
Glbasic doesn't have vector variables, you have to pass single values, and rebuild it inside the shader code as a vec2 3 4

Off Topic / Re: Shaders
« on: 2019-May-13 »
shaders are wonky in glbasic
i have a thread somewhere with a couple examples
one of the main things is, you cannot pass vectors like typical shaders code eg. vec2 vec3 etc
To get it to work, you have to split inputs into single values and then pass them into the shader code.
other than that, shaders seem to work as expected, its just alot of work to convert them to glbasic friendly.

ps. no, i don't see enough info on those pages to get started in glbasic....there isn't anywhere on the web that will.
You have to learn the gpu language before even attempt glbasic shaders.
You have to learn minimally about vec2 vec3 vector lists, and be able to expand them into single dimensions as input.

Competitions / Re: GLBasic Contest 02: 2D Art
« on: 2019-May-08 »
ps snoopy needs to be added to the poll.

Competitions / Re: GLBasic Contest 02: 2D Art
« on: 2019-May-08 »
For my AVG AV program i think it checks each program on first run, after anything is compiled and run.
Only once, and on first run only.

Competitions / Re: GLBasic Contest 02: 2D Art
« on: 2019-May-08 »
Nice work Snoopy, that high pitch sound though, scared me lol

Competitions / Re: GLBasic Contest 02: 2D Art
« on: 2019-Apr-27 »
Qedo i don't know how that works, but i want to figgure it out!
Looks really cool!

Competitions / Re: GLBasic Contest 02: 2D Art
« on: 2019-Apr-27 »
Fantastic dreamerman, really nice!  :good:
And thank you for this, it might be useful for something i'm working on.

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