Topic:   SC3D   (Read 25588 times)


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Gan


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Re: SC3D
« Reply #60 on: August 14, 2010, 08:37:09 AM »
If you don't want to continue could you post the source? I'd love to see. :)


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Re: SC3D
« Reply #61 on: August 14, 2010, 12:56:24 PM »
Quote
This is officially out of production... SC is too high-level for something like this to work without unacceptably hackish code.

It was a pretty good learning experience and was definitely fun to write, however :)

What's the specific problem? The language is slow, or the language is missing low-level constructs?

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Re: SC3D
« Reply #62 on: August 14, 2010, 06:39:33 PM »
I guess the biggest issues are the lack of multi-dimensional arrays, the ability to create and store images (sprites) in memory, and the ability to read image files.

If SC could read image files then I could load a heightmap to render rather than generating one with my fake multi-dimensional array system. If I could create a sprite based on pixel data and then store it then I could set up a double-buffering system where all the pixels in a scene are stored in a sprite and then rendered at once, rather than the current situation where the scene is displayed pixel by pixel.

I understand that adding features like those wouldn't be in keeping with SC's design.

EDIT -

Quote
It looks finished in the video. What were you gonna add?

The ability to render things more complex than giant square pillars ;)
« Last Edit: August 14, 2010, 06:41:59 PM by WarHampster »

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Re: SC3D
« Reply #63 on: August 15, 2010, 12:39:29 AM »
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If you don't want to continue could you post the source? I'd love to see. :)

It's probably really hard to read, I took notes on the math behind things while I wrote it. Maybe.

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Re: SC3D
« Reply #64 on: August 15, 2010, 09:45:54 PM »
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I guess the biggest issues are the lack of multi-dimensional arrays, the ability to create and store images (sprites) in memory, and the ability to read image files.

If SC could read image files then I could load a heightmap to render rather than generating one with my fake multi-dimensional array system. If I could create a sprite based on pixel data and then store it then I could set up a double-buffering system where all the pixels in a scene are stored in a sprite and then rendered at once, rather than the current situation where the scene is displayed pixel by pixel.

I understand that adding features like those wouldn't be in keeping with SC's design.

Multi-dimensional arrays have always been planned - I don't think that's outside of SC's design. They're an optional construct.

The ability to create and draw into off-screen images is also useful - but we would need to implement some kind of graphics port idea to specify the destination for drawing commands.

Open Event:
CREATEIMAGE 1, width, height, depth
SETGRAPHICS 1
DRAWLINE 0, 0, 50, 50
CREATEIMAGE 2, width, height, depth
SETGRAPHICS 2
DRAWRECT 20, 20, 100, 100

Paint Event:
DRAWIMAGE 1, 100, 100, (optional scaling etc)
DRAWIMAGE 2, 50, 100, (optional scaling etc)

Paint event/main screen would be port 0, but the Paint event would automatically set the port to 0 for you.

Reading image files could be as simple as:

LOADIMAGE 1, "filename", (optional scaling etc)

Convert an IMAGE into a sprite:

IMAGESPRITE spriteNum, imageNum

Basically, you would have images, and you would have sprites, they would be separate, but with different abilities. Eventually if we go to OpenGL then the act of converting an image to a sprite would be converting it from a regular picture into a texture for fast drawing.

None of this is outside the realm of possibilities for SilverCreator.

WarHampster


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Re: SC3D
« Reply #65 on: August 18, 2010, 08:38:20 PM »
Well, awesome!

I'm currently using the SFML library for some windows stuff, and the rendering is set up in a similar way - you load graphics as an image and then convert it to a sprite for drawing. The way SFML handles frame buffers is pretty elegant, you can define a "render image" which acts as a window (you can render to it), but can then be converted to a sprite and drawn just like any other image.

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Re: SC3D
« Reply #66 on: September 30, 2010, 04:30:45 PM »
I was just looking through this today and accidentally fixed a major bug!

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Re: SC3D
« Reply #67 on: September 30, 2010, 06:53:50 PM »
Do elaborate!
I survived the spammage of 2007

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Re: SC3D
« Reply #68 on: September 30, 2010, 07:30:33 PM »
Well in earlier versions the map didn't rotate correctly, and now it does. Still a useless engine :P

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Re: SC3D
« Reply #69 on: September 30, 2010, 08:07:57 PM »
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Well in earlier versions the map didn't rotate correctly, and now it does. Still a useless engine :P


I don't think it's useless - it's actually a good case study for optimization.

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Re: SC3D
« Reply #70 on: October 01, 2010, 03:56:24 PM »
Thanks :)

I'm going to combine all of my SC code and try to make a comprehensive library. If I ever get around to that I think I'll feel comfortable including some basic 3D functions. When you implement the capability to draw sprites on top of painted objects some basic "2.5D" games will be possible.

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