Thank you guys, I´ll try to write some code based on this approaches tomorrow, now I´m fighting with a BSP-tree like map generator,
whenever I get it to work as intended, I´ll need the seed stuff for it...
Thank you very much !!!
Search found 11 matches
- Sun Mar 17, 2013 3:06 am
- Forum: Coding Questions
- Topic: String to long ?
- Replies: 3
- Views: 1062
- Fri Mar 15, 2013 4:46 am
- Forum: Coding Questions
- Topic: String to long ?
- Replies: 3
- Views: 1062
String to long ?
Hi everyone, this time I´m trying to get a string from InputRequester() into RandomSeed(), but I can´t figure out how to convert complete ASCII string to ASCII values and feed that into RandomSeed()
Does anybody know a slick way of performing this task?
I guess also that the input requester should ...
Does anybody know a slick way of performing this task?
I guess also that the input requester should ...
- Wed Mar 06, 2013 6:10 am
- Forum: Game Programming
- Topic: Gamedata structure
- Replies: 8
- Views: 4977
Re: Gamedata structure
Thank you Luis, I guess your approach is more elegant for my code now, but when I get to it (i.e. Map chunk loader) I´ll have a better understanding of what I need to achieve.
Thank you guys !!!
Thank you guys !!!
- Wed Mar 06, 2013 6:06 am
- Forum: 3D Programming
- Topic: Cornell Box Issues
- Replies: 9
- Views: 4256
Re: Cornell Box Issues
I´m sorry, as an IT worker, I always complain about customers that don´t read their manuals...
Thanks !!! I´ll start fiddling with it as soon as I get up tomorrow, having a broken arm has really helped my homebrew project!!!
Thanks again Samuel !!!
Thanks !!! I´ll start fiddling with it as soon as I get up tomorrow, having a broken arm has really helped my homebrew project!!!
Thanks again Samuel !!!
- Wed Mar 06, 2013 4:57 am
- Forum: 3D Programming
- Topic: Cornell Box Issues
- Replies: 9
- Views: 4256
Re: Cornell Box Issues
I think that TextureAdditive is not working properly, It would be a nice thing to have if you work with ultra mega large objects...
As I´ve defined the extents. limitations, style and cameras to use in my project, I only need some basic shadows...
Or better yet, well placed torches!!
Better get ...
As I´ve defined the extents. limitations, style and cameras to use in my project, I only need some basic shadows...
Or better yet, well placed torches!!
Better get ...
- Tue Mar 05, 2013 5:03 am
- Forum: 3D Programming
- Topic: Cornell Box Issues
- Replies: 9
- Views: 4256
Cornell Box Issues
Hi everybody! While I´m trying to figure out how to make a small 3d editor, I´ve setup a scene like a Cornell Box
All shadow modes where working good, Additive, Modulative and TextureAdditive, then I added a sphere and unfortunately
TextureAdditive disappeared !!!
I don´t know what else to do ...
All shadow modes where working good, Additive, Modulative and TextureAdditive, then I added a sphere and unfortunately
TextureAdditive disappeared !!!
I don´t know what else to do ...
- Sun Mar 03, 2013 5:57 pm
- Forum: Game Programming
- Topic: Gamedata structure
- Replies: 8
- Views: 4977
Re: Gamedata structure
Thanks IdeasVacuum, ideally what I´m trying to do is to save a "voxel" x, y, z, red, green, blue, alpha, reflection, refraction, hardness, glow.
I´ve checked yesterday Ken Silverman´s VoxLap engine, and I haven´t discovered yet how he saves the world, or even the size of the chunks he loads... Also ...
I´ve checked yesterday Ken Silverman´s VoxLap engine, and I haven´t discovered yet how he saves the world, or even the size of the chunks he loads... Also ...
- Sun Mar 03, 2013 3:26 am
- Forum: Game Programming
- Topic: Gamedata structure
- Replies: 8
- Views: 4977
Re: Gamedata structure
I just thought It would be a good idea to see how voxel engines store their data.
Ken Silverman wrote an awesome voxel engine back in the 90s, released the source in 2000
I´ll check out the code to see if I can grasp some of it´s complexity...
Crazy idea, but can I store "game world information ...
Ken Silverman wrote an awesome voxel engine back in the 90s, released the source in 2000
I´ll check out the code to see if I can grasp some of it´s complexity...
Crazy idea, but can I store "game world information ...
- Sun Mar 03, 2013 1:01 am
- Forum: Game Programming
- Topic: Gamedata structure
- Replies: 8
- Views: 4977
Gamedata structure
Hello people, I just have another silly question, I need to store data, and be able to load and modify it later...
think as if I needed to store x,y,z,color,refraction,hardness,materialtype
My biggest problem is that not all values store data the same way...
x,y,z: Store world coordinates, integers ...
think as if I needed to store x,y,z,color,refraction,hardness,materialtype
My biggest problem is that not all values store data the same way...
x,y,z: Store world coordinates, integers ...
- Wed Feb 27, 2013 6:28 am
- Forum: Coding Questions
- Topic: Minimize when focus is lost ?
- Replies: 1
- Views: 400
Re: Minimize when focus is lost ?
Sorry, just found the solution !!! I´ll add it here:
If OpenWindow(0, 0, 0, GetSystemMetrics_(#SM_CXSCREEN), GetSystemMetrics_(#SM_CYSCREEN), "Borderless Screen", #PB_Window_BorderLess | #PB_Window_ScreenCentered)
InitSprite()
OpenWindowedScreen(WindowID(0), 0, 0, GetSystemMetrics_(#SM ...
If OpenWindow(0, 0, 0, GetSystemMetrics_(#SM_CXSCREEN), GetSystemMetrics_(#SM_CYSCREEN), "Borderless Screen", #PB_Window_BorderLess | #PB_Window_ScreenCentered)
InitSprite()
OpenWindowedScreen(WindowID(0), 0, 0, GetSystemMetrics_(#SM ...
- Wed Feb 27, 2013 5:39 am
- Forum: Coding Questions
- Topic: Minimize when focus is lost ?
- Replies: 1
- Views: 400
Minimize when focus is lost ?
Hello everyone! After 3 days of reading, searching and experimenting I´ve decided to give up and ask...
I use a fragment of code made by FSW updated by blbltheworm, that makes a borderless window fullscreen, but when I Alt+Tab my window goes to background, I want it to minimize whenever Alt+Tab is ...
I use a fragment of code made by FSW updated by blbltheworm, that makes a borderless window fullscreen, but when I Alt+Tab my window goes to background, I want it to minimize whenever Alt+Tab is ...