worklog : 3d helicopter game (arcade)

Started by RemiD, October 02, 2023, 10:56:13

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3DzForMe

Cracking Tornado, love the way it 'rips' up the terrain and leaves brown mud, great visualization.

And..... in Blitz3D no less - cracking stuff.
BLitz3D, IDEal, AGK Studio, BMax, Java Code, Cerberus
Recent Hardware: Dell Laptop
Oldest Hardware: Commodore Amiga 1200 with 1084S Monitor & Blitz Basic 2.1

RemiD

it is a good start but an incorrect behavior. just for testing.

apparently it is the clouds that go down at the center of the tornado and then the parts / dust (from the ground) are 'ripped' and go up at the outside of the tornado. 

some good amateurs videos on youtube... impressive... 



RemiD

2023.10.22 :

-new tornado structure / behavior :
the tornado is made of clouds going from up (the sky) to down (the ground).
-the tornado is made of textured quads.

http://rd-stuff.fr/blitz3d/3d-helicopter-game-20231022-2314-tornado-with-clouds.gif

now i want the tornado to 'rip' and destroy the terrain and the buildings / boats / (cars ?) / trees / crates / ( humans ? ::) )

this will spread dust and parts in the air around the tornado.

some of the heavy parts which are projected far enough from the tornado will fall on the ground and stay static.


and then the helicopter will have to go save / help the humans (on land, below destroyed buildings / trees, fallen in the water), and carry essential things for emergency surgery / foods and drink / tools to repair stuff.

RemiD

#33
2023.10.23 :

-added far away horizon fog
-added clouds above the tornado

clouds with blend 2 (multiply 1) :
http://rd-stuff.fr/blitz3d/3d-helicopter-game-20231023-1316-horizon-clouds-tornado-blend2.gif

clouds with blend 5 (multiply 2) :
http://rd-stuff.fr/blitz3d/3d-helicopter-game-20231023-1413-horizon-clouds-tornado-blend5.gif

i have to make the texture of the cloud more bright / white, it is not easy to blend textured quads to get the appearance that i want...

i will probably have to code a single surface system for the above clouds, and for the tornado clouds, but for now they are separate entities (copies of one mesh using copyentity()).

RemiD

#34
2023.10.24 :

-improved the colors of the clouds and of the tornado to appear more correctly lighted shaded.
-added dusts of the color of the below material (water or sand or dirt) which are created after the tornado has 'damaged' the water / terrain.

http://rd-stuff.fr/blitz3d/3d-helicopter-game-20231024-2245-clouds-tornado-dusts.gif

now i have to find a way to have the tornado damages the buildings / (cars) / boats / trees / crates (humans) and this will produces debris and parts.

and this will also produces missions for the helicopter... 8)

William

that is neat. i have wondered how torque3d did it so seamlessly.

well, i think you would need a physics lib and quick fade the building away spawning pieces at the same time that are in motion. so with gravity. well, is that possible in b3d?
im still interested in oldschool app/gamedev

RemiD

a lot is possible if you have a good enough understanding of the langage and of maths and of physics and of 2d/3d graphics...
(except shaders which are not possible with Blitz3d, because it uses the old directx7)


there are several physics libs for Blitz3d, but i don't plan to use one...

i have some ideas on how the tornado could create damages and pull some parts in the air temporarily, then the parts would fall with the gravity. i have to do some experiments...


Sinjin

#37
Dont use squareroots too often, I mean in how you pick your tornado targets, Manhatten-distance should be sufficent fot that :D In all your projexts, think to make it fast! If one person spots it within a year...do things fast, not physical accurate as possible...as possible fast!!!!!!!!! Thats the core of all demo makers! Sry but I have a whole bunch of demos from the 90's... there is always the struggle between to make it look good or as fast as possible...in a game, i want to make it fast as posdsible so it gives me spaces later to make it look  good as well :D Dont b e afraid to change things later on.... its just a function you can come back to ^^ sometimes you change the whole system...but even then its quicker to change ! Or code it so, in the future you can change it, without much trouble. I did even code a  somple program that take my code so i can do more comiler directives like so:
macro aha x0.y0
  drawimage someimage,x0,y0
endmacro

local xx#=320,yy#=200
aha xx,yy
the coder of this never thought of this:All good ^^
Something like this was even cool in the 90's but then they thought: Oh what if a program needs all that "after" compiling like load a dll....so they decided NOT to use macros anymore...but its so powerful!!!! I made my own program that compiles before Blitz...it takes care of all macros and declares?  i added something like:
define DEBUG
ifdef debug
print "aha"
elsedef
print "not in debug mode"
enddef
'usual things
but you see how powerful it is in debugging :D
dont feel bad, feel free:
https://www.udrop.com/L2n5/PreCompiler.7z

Sinjin

#38
Plus no compiler LOOK for usage any more...in the past it was so great: if you declare a variable like: LOCAL a%
but you never use it, it never compiled!!! thats how good was the past...today they all compile it, no matter, you might use it in some dll lol as its the BEST to use! They took all out the "intelligent" checks that a compiler can do! i wont mind to add some code or to exclude it or include...why was it discarded AT ALL? the more we get to the future the less compilers do check :D  and the more ppl say: the compiler does it as fast as poccible...if you ever envountered  ASM as a language to code, you quickly see its not intelligent at all!!!!!!!! YOU CAN ALWAYS MAKE THINGS FASTER IN ASM!!!!!!!!! a compiler is good! but no AI is happening nor it performs better at all! YOU are the MIND! not the compiler!
And if one compiler need another...how fast would it be? if you can use ASM!...all I know thats impossible to write a REAL compiler from scratch!
The year is 2245, the computer starts to check if its 1980!!!! Thats fine...but NOTHING from that time is reused. better the compiler starts NOW, from our time...but is it???ow did the compuer itselfs develpope???ot that far :D but....in this our tiome...why is there no company that does run a whole NEW computer!!!!!!!!! that disregards all the past? we will be stuck here even its 2300 of a year!  oh: my program might be run in the 90's :D
If your progrma runs or not: it takes...200 minutes hahaha omg!
If you install windows....it takes hours maybe...b ut it checks all the time... might be you are in the 80s! or 2000's but all the time all OS have to check what year it is.... OMG
I kinda understand that but to install windows on a virtual machine that has its toors in apple :D still what ppl do today is super slow! And ever version of our OS, is getting slower...they all promise theor OS will be faster but ONLY bc computers get faster....in reality it all gets slower!!!! more coder the salower it is! naturally...i just want a new computer!!!!!!!! which can handle all the past(evber computer does since virutal machines)  but FASTER! WAYYY FASTER!!!!!! you wont believe in asm!

col

@Sinjin
You've either had too much to drink or eaten too many disco biscuits.
Either way you seem to be having fun  :P

@RemiD
Still looking really cool 😎
https://github.com/davecamp

"When you observe the world through social media, you lose your faith in it."

RemiD

Quotedo things fast, not physical accurate as possible...as possible fast!!!!!!!!!
Quotethere is always the struggle between to make it look good or as fast as possible...in a game, i want to make it fast as posdsible so it gives me spaces later to make it look  good as well
yes i agree.


the only thing i may want to optimize here, would be to use a single surface for the clouds, a single surface for the tornado, a single surface for the dusts.

but the others things should be quite fast to update / render...

RemiD

#41
2023.11.01 :

-new heightmap with islands in the shapes of B L I T Z B A S I C 2 D 3 D

http://rd-stuff.fr/blitz3d/3d-helicopter-game-20231101-1155-blitzbasic2d3d-heightmap.png
;D


RemiD

2023.11.04 :

-helicopter is turned pushed more and more down, the nearer it is from the interior / core of the tornado.
-helicopter is turned pushed more and more outwards and up, the nearer it is from the exterior of the tornado.
-helicopter shakes more and more, the nearer it is from the tornado.
-helicopter shakes less and less, the farer it is from the tornado.

http://rd-stuff.fr/blitz3d/3d-helicopter-game-20231104-1454-tornado-wind-pushes-helicopter.gif
???

Xerra

Love the way this is coming along, RemiD. What's the game going to be about? A kind of Choplifter rescue the island people kind of thing?
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Latest game - https://xerra.itch.io/Gridrunner
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RemiD

#44
Quote from: Xerra on November 04, 2023, 15:34:50What's the game going to be about? A kind of Choplifter rescue the island people kind of thing?
same scenario than the game "cyclone" (1985), but more elaborated.

the tornado will damage the buildings / docks / cars / boats / trees / crates and this will produces debris and flying parts which will cause damages to the humans.

and this will produce different missions for the helicopter... ( help save the humans in different situations, bring foods / drinks / essential things, transport some humans to the hospital, transports some technicians / materials to repair the infrastructures )

may some lost items to find.

and the goal is to complete the more missions before your helicopter is too damaged ( by the tornado and by collisions with the environments, and by collisions with flying parts )