LittleCook
Community Member

Posts: 65
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« on: July 30, 2004, 06:09:00 AM » |
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It's not a game. It's not an app. It's nothing but purdy. This demo is a result of about five hours of writing code in school whilst I was bored. If anyone's intersted in the code behind it, just yell and I'll comment it and release it (it's quite unreadable at the moment). Here you go. (Removed older version, newer is available in a later post.) Say what you think if you get it. 
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Anti-Gremlin
Community Member

Posts: 862
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« Reply #1 on: July 30, 2004, 06:29:47 AM » |
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Michoko
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« Reply #2 on: July 30, 2004, 07:00:09 AM » |
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Reminds me of the vectorballs Amiga demos  Pretty nice !  Bye Michoko
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JeffWeber
Community Member

Posts: 1023
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« Reply #3 on: July 30, 2004, 07:48:23 AM » |
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neat!
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""Space is deep, Man is small and Time is his relentless enemy" --Orson Scott Card
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Zaknafein
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« Reply #4 on: July 30, 2004, 10:34:10 AM » |
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That's cool! But your .pm files are just the position of every firefly? I thought it was more "calculated" than that... still, I've never seen such a thing done in TV3D, nice job 
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newborn
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« Reply #5 on: July 30, 2004, 12:56:09 PM » |
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thats very nice it could be used for many things, many projects! if you could open the source, im sure lots of people would gain from it! nice job!
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houde
Community Member

Posts: 482
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« Reply #6 on: July 30, 2004, 01:55:31 PM » |
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hehe very nice
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web designer/programmer ------------------------------
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LittleCook
Community Member

Posts: 65
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« Reply #7 on: July 30, 2004, 07:32:28 PM » |
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Thanks guys. The code will be out in a day or so. About the pm files, they were really easy to make. The idea is that the fireflies can become any geometry. To make a pm file (you'll have to overwrite an existing one at the moment) just follow this procedure.
1. Make any geometry with 255 verticies or less. 2. Get it to a .x file. 3. Use MeshView to make it a text .x file. 4. Copy the vertices part into a pm file. (They're right after the frame transform matrix) 5. Use the replace function to turn the ;'s into ,'s. 6. Neaten the file up so it can be read by Input#
Now I'll get to neatening up the code for you all.
p.s. Anti-Gremlin, I have no idea why you get that error, but when the source is out maybe you'll see what it is.
See ya, LittleCook
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BYTE-Smasher
Community Member

Posts: 956
vaporware makes baby jesus cry
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« Reply #8 on: July 30, 2004, 09:31:28 PM » |
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Wow... that's cool  .... question: did you write the morph code or did you use a built-in class (paths or something) to pull that off? Impressive nonetheless... would be neat to see that done with many meshes used as faces for a polygon.... true 3d morphing  .... in fact, that would be very good for making flowing clothing, etc...
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LittleCook
Community Member

Posts: 65
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« Reply #9 on: July 31, 2004, 02:26:13 AM » |
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Source is all done, should be readable now. I added another morph, and fixed some maths so it would run faster. http://romheaven.onestop.net/PointMorph2.zipI'm kind of disappointed at the low topic-view count. Oh well. Have fun with it, LittleCook
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tweakbox
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« Reply #10 on: July 31, 2004, 02:37:01 AM » |
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I wouldn't sweat the low topic viewes. At least people responded, which is better than having 100 people view the topic and no one respond. And besides, sometimes it takes a day or two before people actually check out some topics.
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I want to make a puzzle with like 40,000 pieces, and when it's done, it says "Go Outside"
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keeshond
Community Member

Posts: 73
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« Reply #11 on: July 31, 2004, 04:30:04 AM » |
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It is really cool and nice looking  Keeshond
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Current project: Via Adventum - Game editor. 
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BYTE-Smasher
Community Member

Posts: 956
vaporware makes baby jesus cry
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« Reply #12 on: August 01, 2004, 09:49:10 AM » |
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don't sweat it littlecook... everyone's been busy or on vacation or something... #tviug's been dead for the past few days... it's an awesome demo 
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