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starfield challenge
#11
Spelt correctly (well done :winkSmile

Do you mind if I host those on QBNZ?
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#12
be my guest. The world needs more qb!!!

btw, those were the best starfields i could find.
Jumping Jahoolipers!
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#13
Cool. But they may not go up for a little while, I'm busy.

But when they do go up they'll be in good company (thanks to piptol).
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#14
Hey Barok!!! Nice avatar!!!!
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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#15
thanks! Actually, i've always had it. I was just too lazy to link to it earlier from rpg-dev.

btw oracle, if you want, i also have a pixel scrolling archive (pure qb) and soon i'm gonna upload a raycasting archive. just wondering if your interested.
Jumping Jahoolipers!
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#16
Definately! I'm always looking for source, and since I don't have a mb limit at my server I can devote my time to finding anything QB related and hosting it.

Please send everything you can. (Or link to it, or whatever).

As for you avatar: where's the Linux version? ;*)
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#17
yep. the link for the pixel scrolling is:

www.rpg-dev.net/pixel_scroll.zip

i'll upload the raycasting in qb (some use asm, just so you know) after i get back from vacation. i'm still deciding whether i should finish up my reviewing all the raycasters (there are a ton of them!!!) or not. i think i'm just gonna upload them all to rpg-dev and you can link to that. or host it or whatever. i just want programmers to be armed with knowledge! i know, that was corny... :wink:
Jumping Jahoolipers!
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#18
argh... double post... :lol:

anyways, here are some statistics.

the pixel scrolling archive has somewhere around 12 pixel scrollers.
the raycasting archive has over 4.5 megabytes of raycasters unzipped (note that i made exe's of all the raycasters as well. that's why it's so big.)
the raycasters are divided between:
3d-but-not-raycaster: 3d engines such as darkdread's rpg engine and such
beginnersConfusedlow, ugly, choppy raycasters
intermediate: improving upon the choppy raycaster
souping up: features such as shadowing, jumping, ect.
advanced: textures, good quality, smooth, wolfenstein/doom type
super advanced: raycasters that are amazing beyond belief ex kaboom
Jumping Jahoolipers!
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#19
Don't forget RTE! RTE = teh bestz0rz
am an asshole. Get used to it.
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#20
Here. 3d projection.

Camera action

Code:
'Here's the 3d star that I made last night
'Max Z is 256 units away from the camera
'Relsoft 2003

DEFINT A-Z

RANDOMIZE TIMER

  CONST PI = 3.141592654#
  CONST Factor! = PI / 180

TYPE StarType
    x   AS INTEGER
    y   AS INTEGER
    z   AS INTEGER
    ox  AS INTEGER           'Old x, old Y for erasing
    oy  AS INTEGER
    nx  AS INTEGER
    ny  AS INTEGER
END TYPE

  DIM Star(300) AS StarType

  MAXSTARS = UBOUND(Star)
  CLS
  SCREEN 13

FOR I = 0 TO 255
     OUT &H3C8, I
     OUT &H3C9, I \ 4
     OUT &H3C9, I \ 4
     OUT &H3C9, I \ 4
NEXT I



  CamX% = 160
  CamY% = 100

  FOR I = 0 TO MAXSTARS
    Star(I).x = RND * 319
    Star(I).y = RND * 199
    Star(I).z = RND * 256
  NEXT I

DO


   Angle1% = Angle1% + 1 MOD 360
   Angle! = Angle1% * Factor!
   CamX% = 160 + COS(Angle!) * 160          'Move camera
   CamY% = 100 + SIN(Angle!) * 100

   FOR I = 0 TO MAXSTARS
     Star(I).z = Star(I).z - 3
     IF Star(I).z < 0 OR Star(I).nx < 0 OR Star(I).ny < 0 OR Star(I).nx > 319 OR Star(I).ny > 199 THEN
       Star(I).x = -320 + INT(RND * 320 * 3)
       Star(I).y = -200 + INT(RND * 200 * 3)
       Star(I).z = 256
     END IF
     z! = (Star(I).z) / 160 + 1
     Star(I).ox = Star(I).nx
     Star(I).oy = Star(I).ny
     Star(I).nx = CamX% + (Star(I).x - CamX%) / z!      'Project
     Star(I).ny = CamY% + (Star(I).y - CamY%) / z!
     PSET (Star(I).ox, Star(I).oy), 0                   'Erase
     PSET (Star(I).nx, Star(I).ny), 200 - 200& * Star(I).z / 256

   NEXT I

   WAIT &H3DA, 8

LOOP UNTIL INKEY$ <> ""
y smiley is 24 bit.
[Image: anya2.jpg]

Genso's Junkyard:
http://rel.betterwebber.com/
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