eWallRim::Bound

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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Tank Program
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Post by Tank Program »

ah, interesting
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philippeqc
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Post by philippeqc »

z-man wrote:Light rays cast from the cycle in all directions that stop when they hit a wall. I transformed them into a headlight:
Hi,

In the third screenshot, the grid pattern on the floor has an extra, lighter pattern toward the player armagetron. Have I gone that long that the grid is no longer the same?

-ph
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Jonathan
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Post by Jonathan »

It places a few (:wink:) sensors in different directions and draws the result as lines. If the density is low (far away from source, close to cam, high screen resolution) you can see it clearly.
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Jonathan
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Post by Jonathan »

I just tried the spotlight against one bot which works well (50-75 fps), but it's quite slow with 4 bots. And I don't like the line strip in the spotlight.
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Your_mom
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Post by Your_mom »

i think "deer in the headlights" just got a whole new meaning.... thats some cool effects you guys have, so when are you going to add lightning and some old guy walking around in a rainsuit with a hook for a hand?.. seriusly though thats some nice eye candy

edit- philip didn't you know we use octagons now?
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Guess he missed the meeting
Guess he missed the meeting
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n54
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Post by n54 »

slightly OT about eyecandy & the ogre discussion:
how about luminosity in/on textures? does anyone know if ogre opens up that possibility?
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Post by Tank Program »

n54 wrote:slightly OT about eyecandy & the ogre discussion:
how about luminosity in/on textures? does anyone know if ogre opens up that possibility?
http://ww.ogre3d.org find out :)
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Post by k »

How about a rotating search light on top of your cycle? :D This is probably FPS dependent so adjust the amount added to dSpin to change how fast it circles. Not that this has any practicle use. :wink:

Code: Select all

#define SENSORS 32
#define ROTATIONCONSTANT (2*M_PI/SENSORS)/4.0
#define LINEALPHA 0.125
 
double size = gArena::SizeMultiplier()*500*sqrt(2);
GLfloat vertices[SENSORS][4];
static REAL dSpin = 0.0;
 
for(int i=0; i<SENSORS; i++) {
    int d = i - SENSORS/2;
    REAL angle = .15*d*ROTATIONCONSTANT + dSpin;
    double s = sin(angle);
    double c = cos(angle);
    gSensor sensor(this,pos,dir.Turn(c,s));
    sensor.detect(size);
    vertices[i][0]=sensor.before_hit.x;
    vertices[i][1]=sensor.before_hit.y;
    vertices[i][2]=pos.x;
    vertices[i][3]=pos.y;
 }

dSpin+=0.01;
if(dSpin >= 6.25) dSpin=0.0;
 
//  sr_ResetRenderState();
glPushMatrix();
glLoadIdentity();
glTranslatef(0, 0, 0.8);  // raise to the top of the cycle

(the rest is the same as z-man's post)
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Tank Program
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Post by Tank Program »

Uh oh! A police lightcycle chase!
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Post by philippeqc »

Your_mom wrote:edit- philip didn't you know we use octagons now?
Feels I've been gone for too long.

Nice texture btw. When was it introduced?

-ph
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Post by Lucifer »

Heh, so where is the cycle rendering code, exactly? ;)
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LETE
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Post by LETE »

Lucifer wrote:Heh, so where is the cycle rendering code, exactly? ;)
indeed, I'd like to play around with it and see what crazy things can be done, yes yes, excellent, all goes acording to plan. :twisted:
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Post by Jonathan »

It's in gCycle::Render (at gCycle.cpp:1769 for me, but I added some code above it).
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Lucifer
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Post by Lucifer »

Thank you Jonathan. :)

Any particular reason none of this went into cvs? I'm asking because I'd like to commit it, it's all disabled right now in my local copy, but I'd like to commit it and add the config items for it so I can learn more about the current config system. :)
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Post by Jonathan »

Because it's slow?

Hint: don't set AI to auto.
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Now you've seen my deathzone mod too :) ... but not the winzone
Now you've seen my deathzone mod too :) ... but not the winzone
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