[GAME]Frost Fight ALPHA DEMO [Hiper3D]

Proyectos en Desarrollo.
User avatar
SimulatorOne
Posts: 6626
Joined: Tue Nov 17, 2009 2:52 pm
Location: Barcelona
Contact:

Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Post by SimulatorOne »

OKS.
es una colision de Esfera 3D(pelota) al 100%, no?

---------------------------
faltaria una colision Cubica 3D(dado) y Cubica rectangulo 3D(pilar).

Me parece que eres el unico(creo que GINO tambien) que sabes dominar los calculos de fisica.
pero claro solo lo he visto en 2D.
--------------------------------------
Hay una cosa IMPORTANTE que quiero preguntarte, acerca de los Ejes 3D de un Objeto 3D. X,Y,Z

me refiero al control de Angulos 3D.

En Hiper3D solo funciona de una manera.... la verdad es que NO me gusta y me veo con LIMITACIONES con el manejo de angulos.
Es dificil de explicar:
Cuando yo programaba en DarkBasic los ejes los cambiaba(con una funcion) de este trato(manera de manipular) X,Z,Y

Parte del codigo para pegar un objeto con otro manteniendo la orientacion del origen:

Code: Select all

REM //COPIA LAS CORDENADAS DE OBJETO DE ORIGEN
POSITION OBJECT BO+1,OBJECT POSITION X(OBJ_O+1),OBJECT POSITION Y(OBJ_O+1),OBJECT POSITION Z(OBJ_O+1)

REM //ROTA TODOS LOS EJES A 0 (RESET DE ANGULOS)
ROTATE OBJECT BO+1,0,0,0

REM //COPIA LA ORIENTACION DEL OBJETO DE ORIGEN (COPIA LOS ANGULOS)
SET OBJECT TO OBJECT ORIENTATION BO+1,OBJ_O+1

REM //APLICA LOS ANGULOS(del objeto de origen) DE LOS EJES ANGULOS DEL OBJETO
TURN OBJECT LEFT BO+1,POS_OBJ#(BO,1)
PITCH OBJECT UP BO+1,POS_OBJ#(BO,2)
ROLL OBJECT LEFT BO+1,0

REM //AVANZA EL OBJETO EN LA ORIENTACION(ANGULOS 3D X,Y,Z)
MOVE OBJECT BO+1,POS_OBJ#(BO,3)

REM //ROTA TODOS LOS EJES A 0 (RESET DE ANGULOS)
ROTATE OBJECT BO+1,0,0,0

REM //COPIA LA ORIENTACION DEL OBJETO DE ORIGEN (COPIA LOS ANGULOS)
SET OBJECT TO OBJECT ORIENTATION BO+1,OBJ_O+1

REM //APLICA INCLEMENTRO DE LOS EJES ANGULOS DEL OBJETO
TURN OBJECT LEFT BO+1,OBJETO_ANGULO#(BO,1)
PITCH OBJECT UP BO+1,OBJETO_ANGULO#(BO,2)
ROLL OBJECT LEFT BO+1,OBJETO_ANGULO#(BO,3)
Portapapeles02.png
Ese codigo es para esto:
Portapapeles01.png
eso lo programe por el 2005-2006.
tuve que planteármelo a mano, sin internet, sin ayuda de nadie.
y el Editor de Animaciones fue mas dificil la verdad.


Pego la descripcion de esas funciones de DarkBasicPro:(en ingles)
Show
[b]ROTATE OBJECT [/b] This command will rotate the specified 3D object around all three dimensions. [b] Syntax [/b] ROTATE OBJECT Object Number, XAngle, YAngle, ZAngle [b] Parameters [/b] Object Number Integer The object number XAngle Float The x angle value YAngle Float The y angle value ZAngle Float The z angle value [b] Description [/b] The object number should be specified using an integer value. This method of rotation is called euler rotation and differs from free flight rotation. Euler angles retrieved from a free flight rotation specify a ZYX rotation, and you must call the SET OBJECT ROTATION ZYX command on the Euler based object to make the two rotation systems compatible. The rotation angles should be specified using real numbers.
Show
[b]SET OBJECT TO OBJECT ORIENTATION [/b] This command will set the specified 3D object to point in the same direction as another 3D object. [b] Syntax [/b] SET OBJECT TO OBJECT ORIENTATION Object Number, Second Object, Flag SET OBJECT TO OBJECT ORIENTATION Object Number, Second Object [b] Parameters [/b] Object Number Integer The object number Second Object Integer The second object number that the command will copy direction data from Flag Integer When this pivot flag is set to one, the pivot of the source object is also accounted for [b] Description [/b] The object numbers must be specified using integer values.
Show
[b]MOVE OBJECT[/b] This command will move the specified 3D object in 3D space. [b] Syntax [/b] MOVE OBJECT Object Number, Speed Parameters Object Number Integer The object number Speed Float The amout of steps to move from current position [b] Description [/b] The command uses the current direction of the object and moves it using the specified step value. In order to see your 3D object, you must ensure the camera is pointing in the right direction and that both camera and 3D object are within 5000 units from each other. The object number should be specified using an integer value. The step value should be specified using a real number.
Show
[b]TURN OBJECT LEFT[/b] This command will rotate an existing 3D object to turn left. [b] Syntax [/b] TURN OBJECT LEFT Object Number, Value [b] Parameters [/b] Object Number Integer The object number Value Float The value of the angle can be positive or negative [b] Description [/b] The rotation is independent of any axis orientation and allows free motion. The value of the angle can be positive or negative. The object number must be specified using an integer value. The angle must be specified using a real value. Be aware that you cannot use EULER ANGLES in combination with this command. Euler angles are accessed with the ROTATE OBJECT command, whereas Freeflight commands are accessed with the TURN, PITCH and ROLL commands.
Show
[b]PITCH OBJECT UP [/b] This command will rotate an existing 3D object to pitch upwards. [b] Syntax [/b] PITCH OBJECT UP Object Number, Value [b] Parameters [/b] Object Number Integer The object number Value Float The value of the angle can be positive or negative [b] Description [/b] The rotation is independent of any axis orientation and allows free motion. The value of the angle can be positive or negative. The object number must be specified using an integer value. The angle must be specified using a real value. Be aware that you cannot use EULER ANGLES in combination with this command. Euler angles are accessed with the ROTATE OBJECT command, whereas Freeflight commands are accessed with the TURN, PITCH and ROLL commands.
Show
[b]ROLL OBJECT LEFT[/b] This command will rotate an existing 3D object to roll left. [b] Syntax [/b] ROLL OBJECT LEFT Object Number, Value [b] Parameters [/b] Object Number Integer The object number Value Float The value of the angle can be positive or negative [b] Description [/b] The rotation is independent of any axis orientation and allows free motion. The value of the angle can be positive or negative. The object number must be specified using an integer value. The angle must be specified using a real value. Be aware that you cannot use EULER ANGLES in combination with this command. Euler angles are accessed with the ROTATE OBJECT command, whereas Freeflight commands are accessed with the TURN, PITCH and ROLL commands.

LA verdad es que lo UNICO bueno que tiene DarBasic es el manejo 3D. es justo lo contrario a Gemix.
pero el lejuage de Gemix/Div me gusta mas.

Pero si Gemix tuviera un motor/modulo 3D, Basico/medio al menos 50% de los comandos mas necesitados en el 3D. seria muy feliz.
Como esta lista de DB:
Hidden content: Show
basic3d This extensive command set is the hub for all your 3D efforts, and covers the creation, destruction and modification of your 3D objects. use the submenu below to jump to the section you are interested in: OBJECT COMMANDS CONSTRUCTION COMMANDS APPEARANCE COMMANDS COLLISION COMMANDS LIMB COMMANDS MESH COMMANDS SHADER COMMANDS VERTEXDATA COMMANDS OBJECT EXPRESSIONS COLLISION EXPRESSIONS LIMB EXPRESSIONS SCREEN OBJECT EXPRESSIONS AVAILABILITY EXPRESSIONS Alternatively, scroll the page to view the entire list of commands. OBJECT COMMANDS LOAD OBJECT : LOAD OBJECT Filename, Object Number APPEND OBJECT : APPEND OBJECT Filename, Object Number, Start Frame CLONE OBJECT : CLONE OBJECT Object Number, Source Object INSTANCE OBJECT : INSTANCE OBJECT Object Number, Source Object DELETE OBJECT : DELETE OBJECT Object Number DELETE OBJECTS : DELETE OBJECTS From, To SAVE OBJECT : SAVE OBJECT Filename, Object Number POSITION OBJECT : POSITION OBJECT Object Number, X, Y, Z SCALE OBJECT : SCALE OBJECT Object Number, XSize, YSize, ZSize ROTATE OBJECT : ROTATE OBJECT Object Number, XAngle, YAngle, ZAngle MOVE OBJECT : MOVE OBJECT Object Number, Speed POINT OBJECT : POINT OBJECT Object Number, X, Y, Z MOVE OBJECT DOWN : MOVE OBJECT DOWN Object Number, Value MOVE OBJECT LEFT : MOVE OBJECT LEFT Object Number, Value MOVE OBJECT RIGHT : MOVE OBJECT RIGHT Object Number, Value MOVE OBJECT UP : MOVE OBJECT UP Object Number, Value XROTATE OBJECT : XROTATE OBJECT Object Number, XAngle YROTATE OBJECT : YROTATE OBJECT Object Number, YAngle ZROTATE OBJECT : ZROTATE OBJECT Object Number, ZAngle TURN OBJECT LEFT : TURN OBJECT LEFT Object Number, Value TURN OBJECT RIGHT : TURN OBJECT RIGHT Object Number, Value PITCH OBJECT UP : PITCH OBJECT UP Object Number, Value PITCH OBJECT DOWN : PITCH OBJECT DOWN Object Number, Value ROLL OBJECT LEFT : ROLL OBJECT LEFT Object Number, Value ROLL OBJECT RIGHT : ROLL OBJECT RIGHT Object Number, Value SHOW OBJECT : SHOW OBJECT Object Number HIDE OBJECT : HIDE OBJECT Object Number PLAY OBJECT : PLAY OBJECT Object Number LOOP OBJECT : LOOP OBJECT Object Number STOP OBJECT : STOP OBJECT Object Number SET OBJECT FRAME : SET OBJECT FRAME Object Number, Frame SET OBJECT SPEED : SET OBJECT SPEED Object Number, Speed SET OBJECT INTERPOLATION : SET OBJECT INTERPOLATION Object Number, Interpolation CONSTRUCTION COMMANDS SET GLOBAL OBJECT CREATION : SET GLOBAL OBJECT CREATION Creation Mode MAKE OBJECT : MAKE OBJECT Object Number, Mesh Index, Image Number MAKE OBJECT BOX : MAKE OBJECT BOX Object Number, Width, Height, Depth MAKE OBJECT CONE : MAKE OBJECT CONE Object Number, Size MAKE OBJECT CUBE : MAKE OBJECT CUBE Object Number, Size MAKE OBJECT CYLINDER : MAKE OBJECT CYLINDER Object Number, Size MAKE OBJECT FROM LIMB : MAKE OBJECT FROM LIMB Object Number, Second Object, Limb Number MAKE OBJECT PLANE : MAKE OBJECT PLANE Object Number, Width, Height MAKE OBJECT SPHERE : MAKE OBJECT SPHERE Object Number, Size MAKE OBJECT TRIANGLE : MAKE OBJECT TRIANGLE Object Number, X1, Y1, Z1, X2, Y2, Z2, X3, Y3, Z3 ADD MEMBLOCK TO OBJECT : ADD MEMBLOCK TO OBJECT memblock Number, Object Number GET MEMBLOCK FROM OBJECT : GET MEMBLOCK FROM OBJECT memblock Number, Object Number DELETE MEMBLOCK FROM OBJECT : DELETE MEMBLOCK FROM OBJECT Object Number APPEARANCE COMMANDS TEXTURE OBJECT : TEXTURE OBJECT Object Number, Image Number COLOR OBJECT : COLOR OBJECT Object Number, Color Value GHOST OBJECT ON : GHOST OBJECT ON Object Number GHOST OBJECT OFF : GHOST OBJECT OFF Object Number FADE OBJECT : FADE OBJECT Object Number, Fade Value LOCK OBJECT ON : LOCK OBJECT ON Object Number LOCK OBJECT OFF : LOCK OBJECT OFF Object Number SET OBJECT TEXTURE : SET OBJECT TEXTURE Object Number, Texturing Mode, Mipmap Flag SCALE OBJECT TEXTURE : SCALE OBJECT TEXTURE Object Number, UScale, VScale SCROLL OBJECT TEXTURE : SCROLL OBJECT TEXTURE Object Number, X, Y SET TEXTURE MD3 : SET TEXTURE MD3 Object Number, H0, H1, L0, L1, L2, U0 SET OBJECT SMOOTHING : SET OBJECT SMOOTHING Object Number, Percentage SHOW OBJECT BOUNDS : SHOW OBJECT BOUNDS Object Number HIDE OBJECT BOUNDS : HIDE OBJECT BOUNDS Object Number EXCLUDE OBJECT ON : EXCLUDE OBJECT ON Object ID EXCLUDE OBJECT OFF : EXCLUDE OBJECT OFF Object ID SET OBJECT : SET OBJECT Object Number, Wire, Transparent, Cull SET OBJECT WIREFRAME : SET OBJECT WIREFRAME Object Number, Flag SET OBJECT TRANSPARENCY : SET OBJECT TRANSPARENCY Object Number, Flag SET OBJECT CULL : SET OBJECT CULL Object Number, Flag SET OBJECT FILTER : SET OBJECT FILTER Object Number, Flag SET OBJECT LIGHT : SET OBJECT LIGHT Object Number, Flag SET OBJECT FOG : SET OBJECT FOG Object Number, Flag SET OBJECT AMBIENT : SET OBJECT AMBIENT Object Number, Flag SET OBJECT ROTATION XYZ : SET OBJECT ROTATION XYZ Object Number SET OBJECT ROTATION ZYX : SET OBJECT ROTATION ZYX Object Number SET OBJECT TO CAMERA ORIENTATION : SET OBJECT TO CAMERA ORIENTATION Object Number SET OBJECT TO OBJECT ORIENTATION : SET OBJECT TO OBJECT ORIENTATION Object Number, Second Object, Flag DISABLE OBJECT ZDEPTH : DISABLE OBJECT ZDEPTH Object Number ENABLE OBJECT ZDEPTH : ENABLE OBJECT ZDEPTH Object Number DISABLE OBJECT ZREAD : DISABLE OBJECT ZREAD Object Number ENABLE OBJECT ZREAD : ENABLE OBJECT ZREAD Object Number DISABLE OBJECT ZWRITE : DISABLE OBJECT ZWRITE Object Number ENABLE OBJECT ZWRITE : ENABLE OBJECT ZWRITE Object Number GLUE OBJECT TO LIMB : GLUE OBJECT TO LIMB Object Number, Second Object, Limb Number UNGLUE OBJECT : UNGLUE OBJECT Object Number FIX OBJECT PIVOT : FIX OBJECT PIVOT Object Number SET OBJECT DIFFUSE : SET OBJECT DIFFUSE Object Number, Color Value SET OBJECT AMBIENCE : SET OBJECT AMBIENCE Object Number, Color Value SET OBJECT SPECULAR : SET OBJECT SPECULAR Object Number, Color Value SET OBJECT EMISSIVE : SET OBJECT EMISSIVE Object Number, Color Value SET OBJECT SPECULAR POWER : SET OBJECT SPECULAR POWER Object Number, Power SET OBJECT MASK : SET OBJECT MASK Object Number, Camera Mask Bits SET LIGHT MAPPING ON : SET LIGHT MAPPING ON Object Number, Image Number, Reverse Stage Mode SET DETAIL MAPPING ON : SET DETAIL MAPPING ON Object Number, Image Number SET BLEND MAPPING ON : SET BLEND MAPPING ON Object Number, Image Number, Blend Mode SET SPHERE MAPPING ON : SET SPHERE MAPPING ON Object Number, Image Number SET CUBE MAPPING ON : SET CUBE MAPPING ON Object Number, Face1, Face2, Face3, Face4, Face5, Face6 SET BUMP MAPPING ON : SET BUMP MAPPING ON Object Number, Image Number SET CARTOON SHADING ON : SET CARTOON SHADING ON Object Number, Shade Image, Edge Image SET RAINBOW SHADING ON : SET RAINBOW SHADING ON Object Number, Rainbow Image SET SHADOW SHADING ON : SET SHADOW SHADING ON Object Number SET REFLECTION SHADING ON : SET REFLECTION SHADING ON Object Number SET ALPHA MAPPING ON : SET ALPHA MAPPING ON Object Number, Alpha Percentage SET EFFECT ON : SET EFFECT ON Object Number, Effect Filename, Texture Flag SET SHADING OFF : SET SHADING OFF Object Number SET SHADOW SHADING OFF : SET SHADOW SHADING OFF Object Number LOAD EFFECT : LOAD EFFECT Filename, Effect Number, Texture Flag, DoNotGenerateExtraData DELETE EFFECT : DELETE EFFECT Effect Number SET OBJECT EFFECT : SET OBJECT EFFECT Object Number, Effect Number SET LIMB EFFECT : SET LIMB EFFECT Object Number, Limb Number, Effect Number PERFORM CHECKLIST FOR EFFECT VALUES : PERFORM CHECKLIST FOR EFFECT VALUES Effect Number PERFORM CHECKLIST FOR EFFECT ERRORS : PERFORM CHECKLIST FOR EFFECT ERRORS SET EFFECT CONSTANT BOOLEAN : SET EFFECT CONSTANT BOOLEAN Effect Number, Constant String, Constant Value SET EFFECT CONSTANT INTEGER : SET EFFECT CONSTANT INTEGER Effect Number, Constant String, Constant Value SET EFFECT CONSTANT FLOAT : SET EFFECT CONSTANT FLOAT Effect Number, Constant String, Constant Value SET EFFECT CONSTANT VECTOR : SET EFFECT CONSTANT VECTOR Effect Number, Constant String, Vector Number SET EFFECT CONSTANT MATRIX : SET EFFECT CONSTANT MATRIX Effect Number, Constant String, Matrix Number SET EFFECT TECHNIQUE : SET EFFECT TECHNIQUE Effect Number, Technique Name SET EFFECT TRANSPOSE : SET EFFECT TRANSPOSE Effect Number, Transpose Flag SET OBJECT FOV : SET OBJECT FOV Object Number, FOV Angle SET OBJECT NORMALS : SET OBJECT NORMALS Object Number ENABLE OBJECT ZBIAS : ENABLE OBJECT ZBIAS Object Number, Slope Scale, Depth DISABLE OBJECT ZBIAS : DISABLE OBJECT ZBIAS Object Number COLLISION COMMANDS MAKE OBJECT COLLISION BOX : MAKE OBJECT COLLISION BOX Object Number, X1, Y1, Z1, X2, Y2, Z2, Collision Flag DELETE OBJECT COLLISION BOX : DELETE OBJECT COLLISION BOX Object Number SET OBJECT COLLISION ON : SET OBJECT COLLISION ON Object Number SET OBJECT COLLISION OFF : SET OBJECT COLLISION OFF Object Number SET OBJECT COLLISION TO BOXES : SET OBJECT COLLISION TO BOXES Object Number SET OBJECT COLLISION TO POLYGONS : SET OBJECT COLLISION TO POLYGONS Object Number SET OBJECT COLLISION TO SPHERES : SET OBJECT COLLISION TO SPHERES Object Number SET GLOBAL COLLISION ON : SET GLOBAL COLLISION ON SET GLOBAL COLLISION OFF : SET GLOBAL COLLISION OFF SET OBJECT RADIUS : SET OBJECT RADIUS Object Number, Radius AUTOMATIC OBJECT COLLISION : AUTOMATIC OBJECT COLLISION Object Number, Radius, Response AUTOMATIC CAMERA COLLISION : AUTOMATIC CAMERA COLLISION Camera Number, Radius, Response CALCULATE AUTOMATIC COLLISION : CALCULATE AUTOMATIC COLLISION CALCULATE OBJECT BOUNDS : CALCULATE OBJECT BOUNDS Integer Value LIMB COMMANDS PERFORM CHECKLIST FOR OBJECT LIMBS : PERFORM CHECKLIST FOR OBJECT LIMBS Object Number OFFSET LIMB : OFFSET LIMB Object Number, Limb Number, X, Y, Z SCALE LIMB : SCALE LIMB Object Number, Limb Number, XSize, YSize, ZSize ROTATE LIMB : ROTATE LIMB Object Number, Limb Number, XAngle, YAngle, ZAngle SHOW LIMB : SHOW LIMB Object Number, Limb Number HIDE LIMB : HIDE LIMB Object Number, Limb Number TEXTURE LIMB : TEXTURE LIMB Object Number, Limb Number, Image Number COLOR LIMB : COLOR LIMB Object Number, Limb Number, Color Value SCALE LIMB TEXTURE : SCALE LIMB TEXTURE Object Number, Limb Number, UScale, VScale SCROLL LIMB TEXTURE : SCROLL LIMB TEXTURE Object Number, Limb Number, X, Y ADD LIMB : ADD LIMB Object Number, Limb Number, Mesh Number LINK LIMB : LINK LIMB Object Number, Limb Parent, Limb Child REMOVE LIMB : REMOVE LIMB Object Number, Limb Number SET LIMB SMOOTHING : SET LIMB SMOOTHING Object Number, Limb Number, Percentage SET LIMB NORMALS : SET LIMB NORMALS Object Number, Limb Number EXCLUDE LIMB ON : EXCLUDE LIMB ON Object ID, Limb Number EXCLUDE LIMB OFF : EXCLUDE LIMB OFF Object ID, Limb Number MESH COMMANDS LOAD MESH : LOAD MESH Filename, Mesh Number SAVE MESH : SAVE MESH Filename, Mesh Number DELETE MESH : DELETE MESH Mesh Number CHANGE MESH : CHANGE MESH Object Number, Limb Number, Mesh Number MAKE MESH FROM OBJECT : MAKE MESH FROM OBJECT Mesh Number, Object Number SHADER COMMANDS CREATE VERTEX SHADER FROM FILE : CREATE VERTEX SHADER FROM FILE VertexShader Number, Shader Filename DELETE VERTEX SHADER : DELETE VERTEX SHADER VertexShader Number SET VERTEX SHADER ON : SET VERTEX SHADER ON Object Number, VertexShader Number SET VERTEX SHADER OFF : SET VERTEX SHADER OFF Object Number SET VERTEX SHADER VECTOR : SET VERTEX SHADER VECTOR VertexShader Number, Constant, Vector3, ConstantCount SET VERTEX SHADER MATRIX : SET VERTEX SHADER MATRIX VertexShader Number, Constant, Matrix4, ConstantCount SET VERTEX SHADER STREAM : SET VERTEX SHADER STREAM VertexShader Number, Position, Data, Datatype SET VERTEX SHADER STREAMCOUNT : SET VERTEX SHADER STREAMCOUNT VertexShader Number, Count CONVERT OBJECT FVF : CONVERT OBJECT FVF Object Number, FVF Format CREATE PIXEL SHADER FROM FILE : CREATE PIXEL SHADER FROM FILE PixelShader Number, Shader Filename DELETE PIXEL SHADER : DELETE PIXEL SHADER PixelShader Number SET PIXEL SHADER ON : SET PIXEL SHADER ON Object Number, PixelShader Number SET PIXEL SHADER OFF : SET PIXEL SHADER OFF Object Number SET PIXEL SHADER TEXTURE : SET PIXEL SHADER TEXTURE PixelShader Number, Slot Number, Image Number FLUSH VIDEO MEMORY : FLUSH VIDEO MEMORY VERTEXDATA COMMANDS LOCK VERTEXDATA FOR LIMB : LOCK VERTEXDATA FOR LIMB Object Number, Limb Number LOCK VERTEXDATA FOR MESH : LOCK VERTEXDATA FOR MESH Mesh Number ADD MESH TO VERTEXDATA : ADD MESH TO VERTEXDATA Mesh Number DELETE MESH FROM VERTEXDATA : DELETE MESH FROM VERTEXDATA Vertex Start, Vertex End, Index Start, Index End CONVERT MESH TO VERTEXDATA : CONVERT MESH TO VERTEXDATA Mesh Number UNLOCK VERTEXDATA : UNLOCK VERTEXDATA SET INDEXDATA : SET INDEXDATA Indice Index, Vertex Index SET VERTEXDATA UV : SET VERTEXDATA UV Vertex Index, U, V SET VERTEXDATA NORMALS : SET VERTEXDATA NORMALS Vertex Index, NX, NY, NZ SET VERTEXDATA POSITION : SET VERTEXDATA POSITION Vertex Index, X, Y, Z SET VERTEXDATA DIFFUSE : SET VERTEXDATA DIFFUSE Vertex Index, RGB Value GET VERTEXDATA INDEX COUNT : Return Integer=GET VERTEXDATA INDEX COUNT() GET INDEXDATA : Return Integer=GET INDEXDATA(Index Number) GET VERTEXDATA VERTEX COUNT : Return Integer=GET VERTEXDATA VERTEX COUNT() GET VERTEXDATA POSITION X : Return Float=GET VERTEXDATA POSITION X(Vertex Index) GET VERTEXDATA POSITION Y : Return Float=GET VERTEXDATA POSITION Y(Vertex Index) GET VERTEXDATA POSITION Z : Return Float=GET VERTEXDATA POSITION Z(Vertex Index) GET VERTEXDATA NORMALS X : Return Float=GET VERTEXDATA NORMALS X(Vertex Index) GET VERTEXDATA NORMALS Y : Return Float=GET VERTEXDATA NORMALS Y(Vertex Index) GET VERTEXDATA NORMALS Z : Return Float=GET VERTEXDATA NORMALS Z(Vertex Index) GET VERTEXDATA U : Return Float=GET VERTEXDATA U(Vertex Index) GET VERTEXDATA V : Return Float=GET VERTEXDATA V(Vertex Index) GET VERTEXDATA DIFFUSE : Return DWORD=GET VERTEXDATA DIFFUSE(Vertex Index) GET VERTEXDATA PTR : Return DWORD=GET VERTEXDATA PTR() OBJECT EXPRESSIONS OBJECT EXIST : Return Integer=OBJECT EXIST(Object Number) OBJECT VISIBLE : Return Integer=OBJECT VISIBLE(Object Number) OBJECT PLAYING : Return Integer=OBJECT PLAYING(Object Number) OBJECT LOOPING : Return Integer=OBJECT LOOPING(Object Number) OBJECT POSITION X : Return Float=OBJECT POSITION X(Object Number) OBJECT POSITION Y : Return Float=OBJECT POSITION Y(Object Number) OBJECT POSITION Z : Return Float=OBJECT POSITION Z(Object Number) OBJECT SIZE : Return Float=OBJECT SIZE(Object Number) OBJECT SIZE X : Return Float=OBJECT SIZE X(Object Number) OBJECT SIZE Y : Return Float=OBJECT SIZE Y(Object Number) OBJECT SIZE Z : Return Float=OBJECT SIZE Z(Object Number) OBJECT ANGLE X : Return Float=OBJECT ANGLE X(Object Number) OBJECT ANGLE Y : Return Float=OBJECT ANGLE Y(Object Number) OBJECT ANGLE Z : Return Float=OBJECT ANGLE Z(Object Number) OBJECT FRAME : Return Float=OBJECT FRAME(Object Number) OBJECT SPEED : Return Float=OBJECT SPEED(Object Number) OBJECT INTERPOLATION : Return Float=OBJECT INTERPOLATION(Object Number) TOTAL OBJECT FRAMES : Return Integer=TOTAL OBJECT FRAMES(Object Number) COLLISION EXPRESSIONS OBJECT HIT : Return Integer=OBJECT HIT(ObjectA Number, ObjectB Number) OBJECT COLLISION : Return Integer=OBJECT COLLISION(ObjectA Number, ObjectB Number) GET OBJECT COLLISION X : Return Float=GET OBJECT COLLISION X() GET OBJECT COLLISION Y : Return Float=GET OBJECT COLLISION Y() GET OBJECT COLLISION Z : Return Float=GET OBJECT COLLISION Z() OBJECT COLLISION RADIUS : Return Float=OBJECT COLLISION RADIUS(Object Number) OBJECT COLLISION CENTER X : Return Float=OBJECT COLLISION CENTER X(Object Number) OBJECT COLLISION CENTER Y : Return Float=OBJECT COLLISION CENTER Y(Object Number) OBJECT COLLISION CENTER Z : Return Float=OBJECT COLLISION CENTER Z(Object Number) INTERSECT OBJECT : Return Float=INTERSECT OBJECT(Object Number, X, Y, Z, ToX, ToY, ToZ) LIMB EXPRESSIONS LIMB EXIST : Return Integer=LIMB EXIST(Object Number, Limb Number) LIMB NAME$ : Return String=LIMB NAME$(Object Number, Limb Number) LIMB VISIBLE : Return Integer=LIMB VISIBLE(Object Number, Limb Number) LIMB OFFSET X : Return Float=LIMB OFFSET X(Object Number, Limb Number) LIMB OFFSET Y : Return Float=LIMB OFFSET Y(Object Number, Limb Number) LIMB OFFSET Z : Return Float=LIMB OFFSET Z(Object Number, Limb Number) LIMB SCALE X : Return Float=LIMB SCALE X(Object Number, Limb Number) LIMB SCALE Y : Return Float=LIMB SCALE Y(Object Number, Limb Number) LIMB SCALE Z : Return Float=LIMB SCALE Z(Object Number, Limb Number) LIMB ANGLE X : Return Float=LIMB ANGLE X(Object Number, Limb Number) LIMB ANGLE Y : Return Float=LIMB ANGLE Y(Object Number, Limb Number) LIMB ANGLE Z : Return Float=LIMB ANGLE Z(Object Number, Limb Number) LIMB TEXTURE : Return Integer=LIMB TEXTURE(Object Number, Limb Number) LIMB TEXTURE NAME : Return String=LIMB TEXTURE NAME(Object Number, Limb Number) LIMB DIRECTION X : Return Float=LIMB DIRECTION X(Object Number, Limb Number) LIMB DIRECTION Y : Return Float=LIMB DIRECTION Y(Object Number, Limb Number) LIMB DIRECTION Z : Return Float=LIMB DIRECTION Z(Object Number, Limb Number) LIMB POSITION X : Return Float=LIMB POSITION X(Object Number, Limb Number) LIMB POSITION Y : Return Float=LIMB POSITION Y(Object Number, Limb Number) LIMB POSITION Z : Return Float=LIMB POSITION Z(Object Number, Limb Number) CHECK LIMB LINK : Return Integer=CHECK LIMB LINK(Object Number, Limb Number) LIMB COLLISION : Return Integer=LIMB COLLISION(ObjectA Number, LimbA Number, ObjectB Number, LimbB Number) LIMB HIT : Return Integer=LIMB HIT(ObjectA Number, LimbA Number, ObjectB Number, LimbB Number) SCREEN OBJECT EXPRESSIONS OBJECT IN SCREEN : Return Integer=OBJECT IN SCREEN(Object Number) OBJECT SCREEN X : Return Integer=OBJECT SCREEN X(Object Number) OBJECT SCREEN Y : Return Integer=OBJECT SCREEN Y(Object Number) PICK OBJECT : Return Integer=PICK OBJECT(Screen X, Screen Y, Object Start, Object End) PICK SCREEN : PICK SCREEN Screen X, Screen Y, Distance GET PICK DISTANCE : Return Float=GET PICK DISTANCE() GET PICK VECTOR X : Return Float=GET PICK VECTOR X() GET PICK VECTOR Y : Return Float=GET PICK VECTOR Y() GET PICK VECTOR Z : Return Float=GET PICK VECTOR Z() AVAILABILITY EXPRESSIONS ALPHABLENDING AVAILABLE : Return Integer=ALPHABLENDING AVAILABLE() ALPHA AVAILABLE : Return Integer=ALPHA AVAILABLE() ALPHACOMPARISON AVAILABLE : Return Integer=ALPHACOMPARISON AVAILABLE() ANISTROPICFILTERING AVAILABLE : Return Integer=ANISTROPICFILTERING AVAILABLE() ANTIALIAS AVAILABLE : Return Integer=ANTIALIAS AVAILABLE() BLITSYSTOLOCAL AVAILABLE : Return Integer=BLITSYSTOLOCAL AVAILABLE() CALIBRATEGAMMA AVAILABLE : Return Integer=CALIBRATEGAMMA AVAILABLE() CLIPANDSCALEPOINTS AVAILABLE : Return Integer=CLIPANDSCALEPOINTS AVAILABLE() CLIPTLVERTS AVAILABLE : Return Integer=CLIPTLVERTS AVAILABLE() COLORPERSPECTIVE AVAILABLE : Return Integer=COLORPERSPECTIVE AVAILABLE() COLORWRITEENABLE AVAILABLE : Return Integer=COLORWRITEENABLE AVAILABLE() CUBEMAP AVAILABLE : Return Integer=CUBEMAP AVAILABLE() CULLCCW AVAILABLE : Return Integer=CULLCCW AVAILABLE() CULLCW AVAILABLE : Return Integer=CULLCW AVAILABLE() GET DEVICE TYPE : Return Integer=GET DEVICE TYPE() DITHER AVAILABLE : Return Integer=DITHER AVAILABLE() FILTERING AVAILABLE : Return Integer=FILTERING AVAILABLE() FOGRANGE AVAILABLE : Return Integer=FOGRANGE AVAILABLE() FOGTABLE AVAILABLE : Return Integer=FOGTABLE AVAILABLE() FOGVERTEX AVAILABLE : Return Integer=FOGVERTEX AVAILABLE() FOG AVAILABLE : Return Integer=FOG AVAILABLE() FULLSCREENGAMMA AVAILABLE : Return Integer=FULLSCREENGAMMA AVAILABLE() GET MAXIMUM LIGHTS : Return Integer=GET MAXIMUM LIGHTS() GET MAXIMUM PIXEL SHADER VALUE : Return Integer=GET MAXIMUM PIXEL SHADER VALUE() GET MAXIMUM TEXTURE HEIGHT : Return Integer=GET MAXIMUM TEXTURE HEIGHT() GET MAXIMUM TEXTURE WIDTH : Return Integer=GET MAXIMUM TEXTURE WIDTH() GET MAXIMUM VERTEX SHADER CONSTANTS : Return Integer=GET MAXIMUM VERTEX SHADER CONSTANTS() GET MAXIMUM VOLUME EXTENT : Return Integer=GET MAXIMUM VOLUME EXTENT() MIPCUBEMAP AVAILABLE : Return Integer=MIPCUBEMAP AVAILABLE() MIPMAP AVAILABLE : Return Integer=MIPMAP AVAILABLE() MIPMAPLODBIAS AVAILABLE : Return Integer=MIPMAPLODBIAS AVAILABLE() MIPMAPVOLUME AVAILABLE : Return Integer=MIPMAPVOLUME AVAILABLE() NONPOWTEXTURES AVAILABLE : Return Integer=NONPOWTEXTURES AVAILABLE() PERSPECTIVETEXTURES AVAILABLE : Return Integer=PERSPECTIVETEXTURES AVAILABLE() GET MAXIMUM PIXEL SHADER VERSION : Return Float=GET MAXIMUM PIXEL SHADER VERSION() PROJECTEDTEXTURES AVAILABLE : Return Integer=PROJECTEDTEXTURES AVAILABLE() RENDERAFTERFLIP AVAILABLE : Return Integer=RENDERAFTERFLIP AVAILABLE() RENDERWINDOWED AVAILABLE : Return Integer=RENDERWINDOWED AVAILABLE() SEPARATETEXTUREMEMORIES AVAILABLE : Return Integer=SEPARATETEXTUREMEMORIES AVAILABLE() ONLYSQUARETEXTURES AVAILABLE : Return Integer=ONLYSQUARETEXTURES AVAILABLE() TNL AVAILABLE : Return Integer=TNL AVAILABLE() TLVERTEXSYSTEMMEMORY AVAILABLE : Return Integer=TLVERTEXSYSTEMMEMORY AVAILABLE() TLVERTEXVIDEOMEMORY AVAILABLE : Return Integer=TLVERTEXVIDEOMEMORY AVAILABLE() NONLOCALVIDEOMEMORY AVAILABLE : Return Integer=NONLOCALVIDEOMEMORY AVAILABLE() TEXTURESYSTEMMEMORY AVAILABLE : Return Integer=TEXTURESYSTEMMEMORY AVAILABLE() TEXTUREVIDEOMEMORY AVAILABLE : Return Integer=TEXTUREVIDEOMEMORY AVAILABLE() GET MAXIMUM VERTEX SHADER VERSION : Return Float=GET MAXIMUM VERTEX SHADER VERSION() VOLUMEMAP AVAILABLE : Return Integer=VOLUMEMAP AVAILABLE() WBUFFER AVAILABLE : Return Integer=WBUFFER AVAILABLE() WFOG AVAILABLE : Return Integer=WFOG AVAILABLE() ZBUFFER AVAILABLE : Return Integer=ZBUFFER AVAILABLE() ZFOG AVAILABLE : Return Integer=ZFOG AVAILABLE() MESH EXIST : Return Integer=MESH EXIST(Mesh Number) EFFECT EXIST : Return Integer=EFFECT EXIST(Effect Number) VERTEX SHADER EXIST : Return Integer=VERTEX SHADER EXIST(VertexShader Number) PIXEL SHADER EXIST : Return Integer=PIXEL SHADER EXIST(PixelShader Number) STATISTIC : Return Integer=STATISTIC(Statistic Code) MAKE EMITTER : MAKE EMITTER Object Number, Size PERFORM CHECKLIST FOR ONSCREEN OBJECTS : PERFORM CHECKLIST FOR ONSCREEN OBJECTS Mode
You do not have the required permissions to view the files attached to this post.
User avatar
erkosone
Posts: 10656
Joined: Tue Feb 24, 2009 2:13 pm
Location: Barcelona.
Contact:

Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Post by erkosone »

Lo que tu buscas es algo como irrlicht, lo he probado en otros lenguajes y es un motor bastante interesante, de calidad contrastada calidad y con motor de física tridimiensional integrado.

yo he hecho algunas pruebas con irrlicht en hd y la vedad es que no creo que nadie aprobeche eso al 100%, es una pasada, y soporta los formatos 3d mas habituales.

Hasta la licencia es buena.. ZLIB nada mas..
User avatar
SimulatorOne
Posts: 6626
Joined: Tue Nov 17, 2009 2:52 pm
Location: Barcelona
Contact:

Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Post by SimulatorOne »

de momento seguire con el cutre y limitado graficamente con el Hiper3D.

para hacer experimentos...
User avatar
erkosone
Posts: 10656
Joined: Tue Feb 24, 2009 2:13 pm
Location: Barcelona.
Contact:

Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Post by erkosone »

Cutre para nada nen.

la Hyper 3D si la cogiera CicTec con permiso de Hyperbou y la arreglara y amliara un poco funcionaría genial para gemix, pero creo que solo sirve para windows, por eso no merece mucho la pena, aunque si fuera posible compilarla para todas las plataformas es mas que suficiente por que se le pueden añadir los controles de camara y un pequeño api de física para hacer juegos, yo he visto varios ejemplos de juegos con eDiv usando esta librería y la verdad, molan bastante.
User avatar
theosk
Posts: 17
Joined: Fri Apr 26, 2013 10:27 am

Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Post by theosk »

Si la hiper3D es un port de la que había en fenix, estoy seguro de haberla usado en linux. En otro caso no he dicho nada :lala:
coldev
Posts: 49
Joined: Tue Mar 24, 2009 6:56 pm

Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Post by coldev »

comparte el código para aprender.. por lo visto es el juego que mejor aprovecha la Hiper3D



8-)
User avatar
SimulatorOne
Posts: 6626
Joined: Tue Nov 17, 2009 2:52 pm
Location: Barcelona
Contact:

Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Post by SimulatorOne »

Si, aun lo conservo una copia full con todo, el prg, los modelos 3d, texturas...
aun que no estoy segura de que dentro este los proyectos editables de los modelos 3d, para el DOGA-L3 (es el unico editor 3D que se hacerlo funcionar)
Ademas tenia que exportar los modelos 3D en DirectX .x, y despues convertirlo al MD2 la unica que soporta Hiper3D,
de echo ya comente que programas necesitaba para hacer las conversiones... un royo.

Y si descubrí que limitaciones tiene, aparte de no tener filtro linear/bilenear...,
El Hiper3D recuerda mucho al motor 3D de PS1 y NDS.

Aun que actualmente no compila con Gemix 0.7.5.

Es un motor3D para quienes quieren empezar de 0 a programar 3D, esta bien, solo le falta mas formatos 3D compatibles de modelos.

Y si, solo usa puramente la CPU, evidentemente la version Legacy de Gemix, NO la Modern de Gemix.
Si fuese compilada con la Modern Gemix 7.5, abria que adpatar el Render3D por OpenGL eso si seria MUY rapido y no sacrifica la CPU de malamente.

Yo animaria usarla, pero lo deje estancada, por limitaciones...
Esta un poco verde...

En un futuro se confia de posible Motor3D normalillo para Gemix Moderno... pero eso queda muy lejano...
Ya nos parece lejano el port de Android actualmente...
User avatar
erkosone
Posts: 10656
Joined: Tue Feb 24, 2009 2:13 pm
Location: Barcelona.
Contact:

Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Post by erkosone »

Seria buena idea antes de hacer trabajo en valde que alguien que se ponga a hacer una libreria 3D basica para gemix, donde se puedan crear primitivas 3d como cajas piramides conos y esferas, luego crear un set sencillo de luces y poco mas..
Con eso ya habría para crear juegos, por que los modelos son necesarios pero no imprescindibles, y con un render en 3d y primitivas graficas texturizables hay ya de sobra para empezar a hacer cosas.
coldev
Posts: 49
Joined: Tue Mar 24, 2009 6:56 pm

Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Post by coldev »

Inclusive el Hiper3d se podría mejorar en base a algo avanzado como este ejemplo... y otros pueden hacer
proyectos similares o mejores basándote en tu trabajo..

por eso deberías compartirlo... y miraríamos en que falla la Hiper3D , adicionarle funciones de colisión y esas cosas..

Y con la YETI3D en Gemix habrá dos motores 3D que soporten modelos MD2 ...

:blind:

Cientos de modelos MD2 listos para descargar :
https://sourceforge.net/projects/coldev ... _3DModels/


Image
Last edited by coldev on Wed Nov 01, 2017 9:37 pm, edited 1 time in total.
User avatar
erkosone
Posts: 10656
Joined: Tue Feb 24, 2009 2:13 pm
Location: Barcelona.
Contact:

Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Post by erkosone »

ya se que por pedir que no sea.. pero..

No creeis que es mejor crear un motor con primitivas graficas texturizadas y colisiones en vez de portar una librería como la hiper3d o la YETI3d?

El trabajo siempre es bienvenido claro.. pero nose.. un motorcillo sencillo que sea capaz de representar objetos simples 3d texturizados, por ejemplo y ya que gemix esta hecho en c++.. nose.. un test que corriera 1000 procesos con 1000 primitivas graficas controladas por cada proceso.

Las primitivas serian:
caja, esfera, pirámide.

Las funciones:
texture(),rotateX(), rotateY(), rotateZ(),translate(),scale();

Y todo esto renderizado en un mapa en memoria, osea, todo el espacio 3d contenido en un map para poder aplicarle transformaciones y todo eso que soporta gemix ya en los mapas.

Que os parece esta simple idea?
Me gustaria ver algo así en gemix, seria un punto de partida creo que bastante bueno.
Post Reply

Return to “Proyectos WIP”