i wonder if your motion sickness is caused by weapon bob or camera bob motion?
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"Zombie city" source code is now available for download (scroll down)
Updated playable example build available here.
Not many changes, beside adding some comments to the source,
I've just added a small "Plutonium Chemicals" section to fill an empty area
(might be involved with the zombie outbreak, who knows?)
Since the last video I made didn't show the new "mansion" and "fountain" in the park,
so I thought a short gif of that zone could be nice to post here:
Feel free to study, reuse and customize the source in the way you prefer![]()
OMG thanks, I was hoping for this![]()









Simply put. This is outstanding. IMHO
Marv
458 TGF to CTF 2.5+ Examples and games
http://www.castles-of-britain.com/mmf2examples.htm
Thanks a lot aenever, nivram, I'm flattered,
and very glad you're enjoying the new version
I'll look into making more examples because it was quick enough and fun
(next one in the list could be an "Ultima Underworld" because I loved it when a kid)
and hopefully I'll find some time to edit and detail some footage I recorded while making zombie city,
for some brief tutorial(s).
Btw - if you experience a bit of stuttering during first seconds of play, when launching the source mfa
(that you don't experience on my built example),
it is because I made some little tweaking to the "preload" module of the engine.
I will include these modifications in future updates,
but if you'd like to replicate the same now just drop a line here and I'll share the modified preload group,
so you can copy and paste it in your engines
Just a little but I think interesting update on some work in progress,
I'm adding some more shapes, here's a quick snap of "spheres":
I've been thinking for some time at adding some "implicit surface" (>> surfaces you can express within an equation),
they have the advantage of being comprised in a single object,
and require a much smaller pipeline for rotations >> are pretty fast to compute, and transform in realtime (scale, move.. but not rotate, unless I come up with a better texturing algorithm or you can use untextured spheres).
Plus the rendering is very accurate, since they are not built out of many different meshes.
I'll see if I will be able to cram some other implicit surface in the shader,
will surely try at least another... but spheres were particularly friendly to do so not sure the shader model will allow for more.
This will end up in another update, so if you have particular (doable) requests, or bugs you'd like seeing fixed,
write them down here and I'll be happy to address them (if able to!) in this upcoming update.
This work is delaying the tutorial(s) and additional examples I would have loved uploading.. sorry.
Always available for questions though if anything's unclear![]()
I was just about to PM you about spheres, so this is great news!
It would be nice if you found a way to add sphere rotations, but I think if all else fails and enough effort is applied on the user's part psuedo-rotation could be added by animating textures if they really wanted them.
I have a request:
We already have Width and Height values for repeating textures, and these work alright if you want to make squares or tall rectangles. Could you change the way these behave, and add a third value, Depth?
Then it would be possible to repeat the objects in 3 dimensions with more control (i.e an object that is 2 high (Height), 6 deep (Depth) and 8 wide (Width))
Currently Width controls both depth and width, and is a little buggy for me if they aren't equal for cubes (maybe because of my laptop problem?)
height width.jpg
Yeah - the worst thing is that it would be quite easy adding rotations to spheres,
just a couple parameters more in the shader to "offset" the texture (since a sphere is always the same no matter how you rotate it I would just need to rotate the texture..)
but I've run out of constants already and I'll have to do difficult choices (sacrifice lighting for rotations?)
or, hopefully, find some shorter method in raytracing the sphere to free up some constants!
ps_2_5 is pretty aged, ps_3_0 (which I think dates back 2006 or so) would already be gold (224 constants vs current 32!)
but I guess we'll just wait for OpenGL to completely wipe all these issues away with F3...
Good call on the "depth"!
The picture you posted is correct, this is actually the way those parameters behave,
and I totally agree this is not completely flexible for not-square "volumetric" objects.
Those parameters directly act on the width and height of the "faces" composing the model,
so if you look at this graph:
Attachment 23718
you see that with a simple plane, things are simple and you have full control on both dimensions (topleft)
but when making an object that spans in a third dimension, since those parameters will apply to ALL faces involved,
"W" will also become depth as you see in the picture!
The top face in your example pic has only been scaled in "W" (wider from left to right) but not in depth,
because it should have also been scaled in "H" to fit with the longer depth,
but the engine doesn't think of it currently
(Actually, it does it for >4 faced prisms so I could have made the same for cubes too...)
You could do that of course clearing top face of the cube and adding a separate object for the top face,
but what you say would surely make things handier in such situations and require less objects and less effort from the user.
It might be tricky (the engine would have to tell what's going in "depth" vs what's going sideways) but sounds interesting/useful
and 99% sure it would be doable, I'll have a look & think of best way to handle it, thanks for the suggestion![]()