Talent 3D Designer
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- Aurora
- Posts: 890
- Joined: Mon Nov 24, 2014 2:03 pm
Re: Talent 3D Designer
Hi Folks,
Here is the four-plane version, tested ok under QPC2. Just UNZIP, LRUN, wait 5 seconds, then aim with arrow-keys.
Planes & hits are shown bottom left. Alter line {110 pa=2} to 1 or 3, to modify graphics speed (= difficulty). (Program too slow on SGC).
Code now modified to avoid linear 'glitching' when planes get 'behind' the viewer ! So fire away ! Steve.
Here is the four-plane version, tested ok under QPC2. Just UNZIP, LRUN, wait 5 seconds, then aim with arrow-keys.
Planes & hits are shown bottom left. Alter line {110 pa=2} to 1 or 3, to modify graphics speed (= difficulty). (Program too slow on SGC).
Code now modified to avoid linear 'glitching' when planes get 'behind' the viewer ! So fire away ! Steve.
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- Aurora
- Posts: 890
- Joined: Mon Nov 24, 2014 2:03 pm
Re: Talent 3D Designer
Hi Again,
If you let line 150 be FOR loop = 1 to 25, then you get your percentage of hits when the game is over.... Kepp improving ! Steve.
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If you let line 150 be FOR loop = 1 to 25, then you get your percentage of hits when the game is over.... Kepp improving ! Steve.
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- Aurora
- Posts: 890
- Joined: Mon Nov 24, 2014 2:03 pm
Re: Talent 3D Designer
Happy New Year Folks,
Here is a new 3D bat_ball_wall game done with perspective animation.
Just UNZIP, LRUN for the demo . Then, hit 'm' twice to play... (or ESCape).
Start hovering, use 4 ArrowKeys, '-' or '+'. Try to hit the yellow ball with your white disc.
Watch the 'shadows' below to help Score 10 balls to win. Try improving your timings !
Tested ok on QPC, (but too slow on SGC_SMSQ/E). Adjust wt loop line 530 to suit you.
The processor works hard to calculate 3D, so I will write a QDOS cut-down version.
Here is a new 3D bat_ball_wall game done with perspective animation.
Just UNZIP, LRUN for the demo . Then, hit 'm' twice to play... (or ESCape).
Start hovering, use 4 ArrowKeys, '-' or '+'. Try to hit the yellow ball with your white disc.
Watch the 'shadows' below to help Score 10 balls to win. Try improving your timings !
Tested ok on QPC, (but too slow on SGC_SMSQ/E). Adjust wt loop line 530 to suit you.
The processor works hard to calculate 3D, so I will write a QDOS cut-down version.
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- Aurora
- Posts: 890
- Joined: Mon Nov 24, 2014 2:03 pm
Re: Talent 3D Designer
Hi Players,
HoverBall3_bas will soon be released, with much faster, smoother graphics, and added blue flying bombs to duck or get killed ! (All in 3D perspective animation).
Tested ok on QPC2. Kick red balls ten times to win. Harder than it looks to play....
HoverBall3_bas will soon be released, with much faster, smoother graphics, and added blue flying bombs to duck or get killed ! (All in 3D perspective animation).
Tested ok on QPC2. Kick red balls ten times to win. Harder than it looks to play....
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- Aurora
- Posts: 890
- Joined: Mon Nov 24, 2014 2:03 pm
Re: Talent 3D Designer
Hi Games players,
Just managed the final version, between hospital sessions. Tested much smoother & faster (on QPC2).
Full instructions are given in the listing at startup.... Just UNZIP & LRUN, then learn the controls !
You ride a hover-board in full 3D perspective, and must kick ten red balls to win. Avoid blue flying bombs !
Keep an eye on the 'shadows' to estimate depth into the scene. Needs two hands to control +/-(x,y,z).
Once you get the hang of it, you can finish the game in about two minutes, but it takes practise.....
Do not go off-screen, as you will get lost in space-time. Hope you enjoy the challenge, Steve.
Just managed the final version, between hospital sessions. Tested much smoother & faster (on QPC2).
Full instructions are given in the listing at startup.... Just UNZIP & LRUN, then learn the controls !
You ride a hover-board in full 3D perspective, and must kick ten red balls to win. Avoid blue flying bombs !
Keep an eye on the 'shadows' to estimate depth into the scene. Needs two hands to control +/-(x,y,z).
Once you get the hang of it, you can finish the game in about two minutes, but it takes practise.....
Do not go off-screen, as you will get lost in space-time. Hope you enjoy the challenge, Steve.
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- Aurora
- Posts: 890
- Joined: Mon Nov 24, 2014 2:03 pm
Re: Talent 3D Designer
Hi Games Players,
Here is a version which is playable on SGC with SMSQ/E. Just UNZIP, LRUN and read the instructions...
I had to remove lots of graphics detail to get playable speed. (The code is fully REMarked).
Do not press the keys, just tap them rapidly to keep up... There is a demo option at start-up.
A joystick would help, as you need two hands (for six keys)... Keep your eyes on the shadows too..
Once you get the hang of it, you can win in a few minutes, with luck ! Steve.
Here is a version which is playable on SGC with SMSQ/E. Just UNZIP, LRUN and read the instructions...
I had to remove lots of graphics detail to get playable speed. (The code is fully REMarked).
Do not press the keys, just tap them rapidly to keep up... There is a demo option at start-up.
A joystick would help, as you need two hands (for six keys)... Keep your eyes on the shadows too..
Once you get the hang of it, you can win in a few minutes, with luck ! Steve.
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- Aurora
- Posts: 890
- Joined: Mon Nov 24, 2014 2:03 pm
Re: Talent 3D Designer
Hi Again,
If you have a SGC without an add-on (or have a foreign) keyboard, make the following slight changes:
Adapt lines 650/660 keycodes to your liking, (as my SGC does have an external PC keyboard).
Also use line 860, (REMark out 850), for a 15 second SGC delay....
Fully tested on SGC with SMSQ/E.
Then all should be ok on anywhere ? Steve.
_____________________________
If you have a SGC without an add-on (or have a foreign) keyboard, make the following slight changes:
Adapt lines 650/660 keycodes to your liking, (as my SGC does have an external PC keyboard).
Also use line 860, (REMark out 850), for a 15 second SGC delay....
Fully tested on SGC with SMSQ/E.
Then all should be ok on anywhere ? Steve.
_____________________________
-
- Aurora
- Posts: 890
- Joined: Mon Nov 24, 2014 2:03 pm
Re: Talent 3D Designer
Hi Folks,
My experiments with 3D perspective animations continue, using morphing to economise on data.
Here is a demo of an animal running around an arena: using just four initial sketches, (LINEs & 3D_ELLIPSES).
Four sketches with 23 apexes, thats just 368 DATA coordinates, for a total of 88,320 images pixels per circuit !
Just UNZIP, LRUN or ESCape : Initial prototype, tested ok using QPC2 : Realtime speed.
My experiments with 3D perspective animations continue, using morphing to economise on data.
Here is a demo of an animal running around an arena: using just four initial sketches, (LINEs & 3D_ELLIPSES).
Four sketches with 23 apexes, thats just 368 DATA coordinates, for a total of 88,320 images pixels per circuit !
Just UNZIP, LRUN or ESCape : Initial prototype, tested ok using QPC2 : Realtime speed.
-
- Aurora
- Posts: 890
- Joined: Mon Nov 24, 2014 2:03 pm
Re: Talent 3D Designer
Hi everybody,
Now that the 3d persective morphing kernel is successfully operating, it will be very easy to adapt the data statements to do much more interesting animations. here is an example with a more detailed subject.
Next job will be to produce a game using the principles involved , and I have one in mind....
The hard part was merging the perspective kernels with the 3D morphing code, (massive renamings...).
Now that the 3d persective morphing kernel is successfully operating, it will be very easy to adapt the data statements to do much more interesting animations. here is an example with a more detailed subject.
Next job will be to produce a game using the principles involved , and I have one in mind....
The hard part was merging the perspective kernels with the 3D morphing code, (massive renamings...).