@Erimaxbau I know what you mean with the mouse look code, unfortunately that would mean I would need to have a way to hold the mouse in the center of the screen, which Applets prevent you from doing. If this was to be a game that people downloaded, it might work, but that would be the only way.
Perhaps on the gallery it will have traditional WASD movement with QE for straffing, and then if you download it to your computer, it could have Mouse look code? I'll see if I can implement it...
Thanks for considering that. That's a good idea, and I was thinking about that problem. I had kind of wondered if experimenting with similar control to that space simulator you made would work as well. I thought that it might cause sort of a drifting view if you made it so that the mouse's location in the grid would move the view, but I wondered about the possibility of that as a way to implement mouselook. Of course, having the option for it to work when downloaded would work even better.
A new version of this scenario was uploaded on Sun Jan 17 23:27:16 UTC 2010
A new version of this scenario was uploaded on Sun Jan 17 23:28:39 UTC 2010
A new version of this scenario was uploaded on Sun Jan 17 23:29:50 UTC 2010
A new version of this scenario was uploaded on Sun Jan 17 23:36:29 UTC 2010
A new version of this scenario was uploaded on Sun Jan 17 23:43:16 UTC 2010
A new version of this scenario was uploaded on Mon Jan 18 07:30:14 UTC 2010
Thankz! As for the rendering algorithm, you might want to check out my Rasterization scenario, it has nicely commented code and could be really helpful. There are also great websites out there, just do a search on rasterization and I'm sure you'll get a lot of good sites. The code here really all boils down to a 3D to 2D point projection method, which takes a point in 3D, and is able to 'project' it onto the 2D medium of your screen. After that its just a whole bunch of code to connect the right points and fill polygons ect...
A new version of this scenario was uploaded on Thu Feb 18 21:57:36 UTC 2010
A new version of this scenario was uploaded on Thu Feb 18 22:17:08 UTC 2010
A new version of this scenario was uploaded on Thu Feb 18 22:35:32 UTC 2010
A new version of this scenario was uploaded on Thu Feb 18 22:39:12 UTC 2010
A new version of this scenario was uploaded on Thu Feb 18 23:32:16 UTC 2010
A new version of this scenario was uploaded on Thu Feb 18 23:35:32 UTC 2010
A new version of this scenario was uploaded on Thu Feb 18 23:41:54 UTC 2010
A new version of this scenario was uploaded on Fri Feb 19 01:19:45 UTC 2010
hmmm. You can't get back from the lazer section and if you use z to watch the renderring cycle, you can see that there is a big section behind the point where the walls come up to leave a small opening. How do you get there?
Yes I did ^^ What I did is modeled the objects in Blender, and the exported them in an OBJ file, and wrote a script that converted the OBJ file into data that my program could use. The specifics are a bit complicated, but it's all in the source :)
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