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Messages - Scott_AW

#46
The only issues I've experienced is when systems have old drivers or don't support OpenGL, then things crawl or are horribly distorted.

I've also had trouble with creating trapezoids, either my vector order is off or something, but the textures don't bend correctly.
#47
What about using openGL commands directly?
#48
Nicely done, putting the sin and cos in arrays should cut down on processing a little.

As far as I've experienced, if you use polyvector correctly you can put a bunch of stuff on the screen where the sprite commands may lag.
#49
How are you doing your movement?

All those values are just basic variables in a type structure, thats how GM works.

Objects are like types, they have a bunch of variables, then those get processed.

You'd use the angle with sin and cos multiplied by the speed and added to the position for basic movement.

Gravity would be a global value that is deducted from the Y value every loop, unless a block is under the object.

For friction, use as a global value that affects speed.
If you loop the movement within the loop, like if your speed is 2 there would be two loops.  Then each loop the speed is reduced by the friction value.
#50
Tested anything made in GLBasic on that?
#51
I feel you on the time thing, I've been meaning to do a few tests myself, but so far haven't had the time yet.   Maybe one of use will get it done soon. ;)
#52
Actually I've been working with similar stuff, if you use a ray casting system that might work.

I've only worked with a basic single level ray cast, it scans out a single floor to detect if floor/walls are present.

Heres a lastest demo

Thats made with Evaldraw which has voxel rendering, but the map is composed of tiles.

I've started working on a GLBasic version, the raycasting bit at least.


And have been working on a way of rendering ortho square based voxels but it still needs some work.


Raycaster engine is based off of Ken Silverman's ray casting algorithm, although the tile data storage method I came up with.  Both projects are open source so I can share some code if you need anything.
#53
I had a thought...

Can't you call C code from an exterenal file in GLBasic?  Not inline but actually including a C doc.

That way one can make a simple hidden launcher for the authentication part before launching the main program, yet keep it a single application.

Another idea would just be making a DLL.  All I've seen from the Appup SDK is that it's just a method of applying DRM and validating your software for Appup, I don't think it does much else except possible having some Atom processor based commands to fully utilize it.

#54
Good thing to know.
#55
I wish it was, no its just factoring in the new angle depending on its current direction.

The original version made in GM did do that because it had built in percise collision detection and percise rebounding.

I have pixel collision, but no function to check to closest points yet, but a function to figure out the angle if I do.

Right now I seem to have an issue with a certain 70-90 degree area that rebounds the wrong way, noticable when it hits the top of the screen, going towards the player.  It should rebound down, instead it also flips.

#56
I get those when I break out of array boundaries, but I don't think you can reference a type dim by itself.  I don't know why you would need to.

I'm guessing when you do that it throws it out of range as well.
#57
Download ShieldBreakerMOS092210.zip

Good old host-a net, lets use this link.
#58
Thanks, I'll have to try that out.
#59
I believe its SP3
#60
Turned out I had it installed on my Netbook running XP home, works fine.

Haven't attempted to create anything for it though.