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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - Leslie

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1
General Anim8or Forum / Re: LazyPool game loading from .an8 file
« on: January 24, 2013, 02:21:20 pm »
Thanks for not forgeting me :)! I'll try to make some video of the game in action.

2
General Anim8or Forum / LazyPool game loading from .an8 file
« on: January 22, 2013, 01:44:00 am »
A couple of years ago I tried to convince my daughter (12 then) to learn the basics of programming. What could be better for that purpose than making a game? So I showed her how to design and program a 2D game. We made a new level each day for a week, until we both got bored. She wasnít too impressed, you can imagine, with all those 3D games one can get for free from the webÖ I told her we can do better than 2D, so I promised her a 3D game with lights and textures.
It was just a programming demonstration, so I wanted it done in minimum time. I borrowed the .an8 file loader and the OpenGL renderer from Terranim8or. The very basic modeling was done in Anim8or, of course. The game is an 8 ball pool with strait-forward logic, but not at all trivial due to issues involving simultaneous collisions and optimizations. Finally it came out as multithreaded server-client architecture, playable over the net by two players, or standalone.

Iíve decided to tell you about it only for one funny reason: as I was progressing with the game design, I had to solve a detail regarding the pocketed balls. One way of showing the balls stuck into the pockets was to render them static somewhere in the game window (which I think is the classical approach). Itís the easiest way, but it takes away from the realism Ė we have a dynamic 3D environment, but there is a floating array of balls kept in the same place in the corner of the window. Pathetic!
I was heading for the challenging way, of having the balls enter the pockets and landing in a net. Now that proved to be too challenging to make it look real, besides the visibility of those balls couldnít be too great :).
Change of plan: the ball enters a certain pocket then continues in some kind of carved corridor under the table surface till it hits the wall, or a previous ball. Now we have a natural array of pocketed balls, visible from the outside, but itís too difficult to program it compared to how little spectacular it could be. Not a good time investment.
At this point came the revelation, well deserved by any lazy individual like me! Why bother with pocketing the balls when we can leave them to fall off the table, just like that? Itís a simple pool, so simple that there are no nets under the pockets (no need the model them)! I checked the web and rechecked several times: no such design. Seemed that my laziness provided me with an original idea that Iím copyrighting right here in our Anim8or Forum :)!

When playing the game for the firs time, I had quite a shocking surprise: the balls that landed on the floor continued to behave correctly, obeying the laws of physics regarding decelerated rolling and collisions with each other. I didnít intend to program them like that, but the balls continued to do exactly what they were supposed to do on the table :).

3
General Anim8or Forum / Re: Question on TerrAnim8or
« on: April 23, 2012, 04:14:14 pm »
Thanks, headwax!
I'm well indeed and I wish the best for every anim8or. I still lurk the Forum and I'm always glad to see faithful veterans  ;).

4
General Anim8or Forum / Re: Question on TerrAnim8or
« on: April 22, 2012, 12:34:00 pm »
Those settings belong to the old, v6.6.1 Terranim8or, which is still available for download. I'm sorry for the confusion, but I don't have time any more for updating and maintaining Terranim8or and the website...

5
General Anim8or Forum / Re: Hi, Im back...
« on: June 11, 2010, 06:38:47 am »
Nice to see you, guys! :)
Though I'm not active with Anim8or, I keep an eye on the Forum and check in from time to time. My daughter has the perfect age for grasping the basics of anim8ing and you'll guess which will be the program to start with!

6
General Anim8or Forum / Re: TRICK: PARTICLE FIRE RENDER in RAYTRACER MODE
« on: January 13, 2010, 08:31:04 am »
@ Thanks Leslie!  :D(and thanks for Terranim8or!)!  Yes, but now then Anim8or has Raytracer,
 is possible insert in FIRE PLUGIN a INPUT TEXT for WE TYPE THE variation of ORIENTATION "Y" and distance "Z" ??  ::)
Sure it would be possible! The problem is that I don't have the necessary time, not now and not in the forseeable future to work on Terranim8or. It would be also the technical problem that I used Visual Studio 2003 (which I don't have any more) to develop Terranim8or and the plug-ins. The whole project should be ported to an up-to-date environment.
At least, I still have the source code...

7
General Anim8or Forum / Re: TRICK: PARTICLE FIRE RENDER in RAYTRACER MODE
« on: January 12, 2010, 07:55:20 am »
Good work, neirao!
Many years ago, when I made the fire/particle trail plug-ins for Terranim8or, Anim8or wasn't even close to having a raytracer. Having only scanline renderer, orienting the particles to face the camera was the most economic approach, using the minimum number of particles to create the effects.

8
General Anim8or Forum / Re: problems with the terranim8or
« on: September 22, 2009, 06:58:28 am »
You need Terranim8or 6.6.1 for this. The step by step instructions are here:
http://www.biederman.net/leslie/terranim8or/how_to.htm#videobkg

9
General Anim8or Forum / Re: new particle technique
« on: January 15, 2009, 08:25:02 am »
lizeal93neirao, nice to see people experimenting with such great results! :)


10
General Anim8or Forum / Re: A personal question to Steve xD
« on: October 10, 2008, 10:39:54 am »
Punch-cards (careful, don't screw up the order), batch-processing, waiting in a queue for two hours to get results from an IBM1620 (1967).  Yep, some of us ARE old geezers!
I hope you're not complaining! In 1976 I used to wait two days to find out that my program didn't compile due to some 5 punch cards with syntax errors...
Guilherme Amorim, I'm sure you'll have a hard time to explain your grand sons that computers used to have silicon chips, keybord, mouse and no direct connection to the brain!  :)

11
General Anim8or Forum / Re: A personal question to Steve xD
« on: October 06, 2008, 03:19:46 pm »
Heh heh.  I learned FORTRAN IV first.  Punched a bunch of punch cards during my first few years of programming.  ...
Same for me! The batch of punch cards was then processed on a "mainframe" with 256 (later 512) KB RAM. Heroic times!  :)

12
General Anim8or Forum / Re: Weird camera behavior
« on: April 29, 2008, 07:36:43 am »
Ye exacly what RudySchneider says. A Z-Near of 1 stops objects from disappearing. I suggust always using a Z-near of 1.
"Always using a Z-near of 1" is not always a good idea! Steve could have made it into a default if it was such a good choice, but it is not. The smaller z-near is, the worse is the depth sorting resolution (which decides whether one triangle is in front of another). So, making z-near always 1 you may mess up the rendering of closely neighbouring triangles.

13
This is a great day for all Anim8or fans!
Thank you Steve!!

14
General Anim8or Forum / Re: How do you make a realistic rain scene?
« on: March 02, 2008, 08:25:47 pm »
T v.7 also has rain you only need the plugin for it which can be found at the terranim8or site.
Thanks, floyd86, of course, but before that, someone should write that plugin! Would you have a try at it? :)

15
General Anim8or Forum / Re: How do you make a realistic rain scene?
« on: February 25, 2008, 08:22:59 pm »
Terranim8or v7 does not make rain. Only v6 has that feature.

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