Search found 19 matches

by Ypser
Fri Jul 12, 2013 7:56 am
Forum: Feature Requests and Wishlists
Topic: PB IDE: CTRL + Mouse wheel
Replies: 2
Views: 845

PB IDE: CTRL + Mouse wheel

Hello,

is it possible to change the behavior of the PB Editor on CTRL + Mouse wheel?
I just don't understand what it should be useful for to change the zoom. I don't
want to change it every now and then. I adjust it once and leave it as it is.

It would be so much more useful when it would make the ...
by Ypser
Tue Jul 02, 2013 1:09 pm
Forum: Applications - Feedback and Discussion
Topic: DesertRacer
Replies: 10
Views: 5298

Re: DesertRacer

Yes it's all only transformed Sprite3D's.
The sky box is a large box (2x2 Sprites each side) which is moving with the cam and displayed independent of its distance to it.
The terrain is Sprite3Ds, too. Placed via the height map bmp. And then there are some trees and objects and dust billboards.
That ...
by Ypser
Tue Jul 02, 2013 12:19 pm
Forum: Applications - Feedback and Discussion
Topic: DesertRacer
Replies: 10
Views: 5298

DesertRacer

Hello world,

some years ago i made a simple Sprite3D engine just for fun. Now i finally found some time to make a little demo game out of it (called "DesertRacer").

It is a simple rallye race game where you just try to drive a fast lap on a desert circuit.

Here are some screens:
http://www ...
by Ypser
Mon Dec 26, 2005 8:48 pm
Forum: Game Programming
Topic: Fog with Sprite3D
Replies: 5
Views: 2721

The solution was a procedure named "DisplaySprite3DMultiTexture()", Stefan gave me.
It lays a sprite over a Sprite3D with alphablending and displays the result.
by Ypser
Mon Dec 26, 2005 7:54 pm
Forum: Game Programming
Topic: Fog with Sprite3D
Replies: 5
Views: 2721

Ok, i have nice fog now. Thanks S.M.!!! :D
by Ypser
Sun Dec 25, 2005 7:48 pm
Forum: Game Programming
Topic: Fog with Sprite3D
Replies: 5
Views: 2721

Thats what i'm doing now. But i have to do it with EVERY texture which is displayed, because fog or darkness
depend on the distance to the camera. Thats why its very slow, cause this method doubles the number of sprites displayed...
by Ypser
Fri Dec 23, 2005 6:52 pm
Forum: Game Programming
Topic: Fog with Sprite3D
Replies: 5
Views: 2721

Fog with Sprite3D

Hello world!
I am working on a 3D-Engine using PBs Sprite3D.

http://www.hja-web.de/public/wlss.jpg

Now i want to have fog and night effects but dont know how to do it.
I could put a semitransparent fog sprite over every texture, but that would make it very slow.
So i thought that there may be a ...
by Ypser
Thu Dec 22, 2005 2:29 pm
Forum: General Discussion
Topic: Compiler or Interpeter?
Replies: 14
Views: 3221

An interpreter doesnt translate the Code to machine code, like a compiler does, but
executes the commands from source code. Or at least translates every line at runtime, not the
whole program at once before program start.
Thats why an interpreter usually is slower than a comiled exe.
by Ypser
Tue Dec 20, 2005 2:50 pm
Forum: Feature Requests and Wishlists
Topic: Wishlist for PureBasic v4.xx - Overview
Replies: 81
Views: 24760

I would like to have commands for lightning/coloring Sprite3Ds.

Like:

Sprite3DFadeTo (Sprite, RGB(r,g,b), percent)
by Ypser
Fri Jan 02, 2004 9:53 pm
Forum: Feature Requests and Wishlists
Topic: New TransformSprite3D() !
Replies: 13
Views: 5836

@Danilo:
Sorry, i was to fast. It still doesn't fix the problem. You're on the right way. Please look at the Topic in the German forum.
by Ypser
Fri Jan 02, 2004 6:59 pm
Forum: Feature Requests and Wishlists
Topic: New TransformSprite3D() !
Replies: 13
Views: 5836

@Danilo:
Great! That TransformSprite3D works perfectly!!!!
How can I use that in my program??????? (*deutsch:hechel,hechel!* :wink: )
by Ypser
Fri Jan 02, 2004 4:42 pm
Forum: Feature Requests and Wishlists
Topic: New TransformSprite3D() !
Replies: 13
Views: 5836

And how does the road look, if you use a texture with road marks?

Ok that could make it better, but still not good. And this method will slow the game down!
There must be a way to get a better function to do these effects and to make games look good! :roll:
by Ypser
Fri Jan 02, 2004 2:49 pm
Forum: Feature Requests and Wishlists
Topic: New TransformSprite3D() !
Replies: 13
Views: 5836

Not necessary??? Then you should take a closer look!
Or take a look on this screenshot of the race game i'm working on! The street looks terrible!!!

http://mitglied.lycos.de/ifthenelse/newp3d.jpg

It is absolutely necessary, and it would be a great argument, to new PB users, if we can show them ...
by Ypser
Wed Dec 31, 2003 4:57 pm
Forum: Feature Requests and Wishlists
Topic: New TransformSprite3D() !
Replies: 13
Views: 5836

Ok, i hope that this can be done for the next update. It is VERY IMPORTANT for me, as i am writing a 3D-engine
for a car race game. And i think that more people will code games using the Sprite3D-commands,
when this "bug" is fixed. I am wondering, for what this command was included, it is absolutely ...
by Ypser
Wed Dec 31, 2003 12:05 am
Forum: Feature Requests and Wishlists
Topic: New TransformSprite3D() !
Replies: 13
Views: 5836

You can see the effect in the PureRacerDemo. The street texture and the borders look terrible.

Simple test:
InitSprite (): InitSprite3D (): InitKeyboard ()

OpenScreen (800, 600, 32, "")

CreateSprite (0, 256, 256, #PB_Sprite_Texture)
StartDrawing (SpriteOutput (0))
Box (0, 0, 256, 256, RGB (0 ...