[GAME]Frost Fight ALPHA DEMO [Hiper3D]

Proyectos en Desarrollo.

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

Postby SimulatorOne » Tue May 28, 2013 11:10 pm

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)
ROTATE OBJECT Show
ROTATE OBJECT

This command will rotate the specified 3D object around all three dimensions.

Syntax
ROTATE OBJECT Object Number, XAngle, YAngle, ZAngle
Parameters
Object Number
Integer
The object number
XAngle
Float
The x angle value
YAngle
Float
The y angle value
ZAngle
Float
The z angle value

Description

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.

SET OBJECT TO OBJECT ORIENTATION Show
SET OBJECT TO OBJECT ORIENTATION

This command will set the specified 3D object to point in the same direction as another 3D object.

Syntax
SET OBJECT TO OBJECT ORIENTATION Object Number, Second Object, Flag
SET OBJECT TO OBJECT ORIENTATION Object Number, Second Object
Parameters
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

Description

The object numbers must be specified using integer values.

MOVE OBJECT Show
MOVE OBJECT

This command will move the specified 3D object in 3D space.

Syntax
MOVE OBJECT Object Number, Speed
Parameters
Object Number
Integer
The object number
Speed
Float
The amout of steps to move from current position

Description

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.

TURN OBJECT LEFT Show
TURN OBJECT LEFT

This command will rotate an existing 3D object to turn left.

Syntax
TURN OBJECT LEFT Object Number, Value
Parameters
Object Number
Integer
The object number
Value
Float
The value of the angle can be positive or negative


Description

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.

PITCH OBJECT UP Show
PITCH OBJECT UP

This command will rotate an existing 3D object to pitch upwards.

Syntax
PITCH OBJECT UP Object Number, Value
Parameters
Object Number
Integer
The object number
Value
Float
The value of the angle can be positive or negative


Description

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.

ROLL OBJECT LEFT Show
ROLL OBJECT LEFT

This command will rotate an existing 3D object to roll left.

Syntax
ROLL OBJECT LEFT Object Number, Value
Parameters
Object Number
Integer
The object number
Value
Float
The value of the angle can be positive or negative

Description

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
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[RETO]: [MINI CONCURSO] Winter GAMES 2011 [JUEGO]: Rosie ~ The Rascal
[IDE]:Notepad++,Gemix:7.5u3,Docs,PhotonV1.1k1,Webservices,Hiper3D,Tests (19/05/2018)
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Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Postby erkosone » Wed May 29, 2013 1:33 am

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

Postby SimulatorOne » Tue Jun 04, 2013 10:25 pm

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

para hacer experimentos...
[RETO]: [MINI CONCURSO] Winter GAMES 2011 [JUEGO]: Rosie ~ The Rascal
[IDE]:Notepad++,Gemix:7.5u3,Docs,PhotonV1.1k1,Webservices,Hiper3D,Tests (19/05/2018)
Mi portatil: ASUS X554L, intel i3-4040U 1.9GHz ,GPU:nVidia Geforce 820m
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Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Postby erkosone » Wed Jun 05, 2013 6:28 am

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

Postby theosk » Fri Jun 14, 2013 9:19 pm

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

Postby coldev » Tue Oct 31, 2017 11:01 pm

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



8-)
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Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Postby SimulatorOne » Wed Nov 01, 2017 11:56 am

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...
[RETO]: [MINI CONCURSO] Winter GAMES 2011 [JUEGO]: Rosie ~ The Rascal
[IDE]:Notepad++,Gemix:7.5u3,Docs,PhotonV1.1k1,Webservices,Hiper3D,Tests (19/05/2018)
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Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Postby erkosone » Wed Nov 01, 2017 6:35 pm

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

Postby coldev » Wed Nov 01, 2017 8:43 pm

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/files/MediaResources/MD2_3DModels/


Image
Last edited by coldev on Wed Nov 01, 2017 9:37 pm, edited 1 time in total.
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Re: [GAME]Frost Fight ALPHA DEMO [Hiper3D]

Postby erkosone » Wed Nov 01, 2017 9:20 pm

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.
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