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Topic: Fractal landscape with D3D (Read 823 times) |
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DDRM
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Re: Fractal landscape with D3D
« Reply #3 on: Aug 12th, 2015, 10:26pm » |
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Yes, something like that - "could I have hit?", refined to "did I hit?". Depends a bit on how fast things will run - you could just cheat, use a slightly smaller bounding sphere, and rely on proximity fuses... 
Not sure D3D does collision detection, though it may be in the extension DLL that is causing all the trouble with D3D9, and/or may be in later versions. Anyway, I thought that was what GFXLIB(2) was for? 
D
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David Williams
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Re: Fractal landscape with D3D
« Reply #5 on: Aug 13th, 2015, 07:46am » |
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on Aug 12th, 2015, 10:26pm, DDRM wrote:Not sure D3D does collision detection, though it may be in the extension DLL that is causing all the trouble with D3D9, and/or may be in later versions. Anyway, I thought that was what GFXLIB(2) was for?  |
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GFXLIB is oriented towards 2D games; essentially it's an overly-extensive collection of sprite plotters!
Perhaps a new library - 3DLIB.BBC - could include a bunch of subs & functions for doing collision detection, 3D object creation (for creating e.g. Platonic solids, (ir-)regular polyhedra, cones, spheres, etc.), and object loaders for importing 3D objects from Blender, 3DS Max, etc., as well as other useful functions to facilitate game/app creation.
(Just daydreaming. Not volunteering to undertake such a project myself!)
David. --
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David Williams
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Re: Fractal landscape with D3D
« Reply #7 on: Aug 15th, 2015, 11:48am » |
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on Aug 15th, 2015, 09:06am, Torro wrote:
We can all dream. 
I'd give greater priority to a 3D utilities library (perhaps a 3DTOOLSLIB.BBC) I outlined earlier to DDRM, as a companion library to D3DLIB/D3D9LIB, etc.
Just a reminder of some of the functionality that a hypothetical 3DTOOLSLIB could offer:
- Collision detection - Object loaders (to import from Blender, 3DS, etc.) - Scene loaders - Object and mesh manipulation - 3D primitive object creation - Procedural texture generators - Object texturing functions - Various 3D maths functions - Various other utility functions
Sadly, the great effort involved in creating such a library, however, may just end up being largely a waste of time and energy. Sorry to be so negative about this.
Torro, have you seen DDRM's germinal/proof-of-concept, fractal landscape-based flight sim he posted to this board a few days ago? Check it out if you haven't already.
David. --
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Torro
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Re: Fractal landscape with D3D
« Reply #8 on: Aug 15th, 2015, 3:54pm » |
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David respect for what you did previously just don't end up a troll.
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DDRM
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Re: Fractal landscape with D3D
« Reply #9 on: Aug 15th, 2015, 10:09pm » |
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Hi Guys,
I have made some progress. I have a model plane, but I am struggling to render the propeller disk semi-transparent. Simply setting the alpha value doesn't seem to hack it. I've played with various things in SetRenderState (such as alpha enable!), but some web sources suggest I need to play with SetTextureStageState as well. Anyone managed to make this work in D3D8 or 9 (I'm currently working with 9, to get Richard's declarations, and so the MSDN pages relate to what I'm doing).
I've managed to get ambient light working: you need to turn it on with SetRenderState, but also tell it to use the vertex colours. That gives a bit of "fill in" light, so the shadows aren't so harsh.
I'm also thinking about the map. It seems obvious that I can't render the whole world at full detail or everything will grind to a halt. I'm planning a low-res, large scale map, which will probable be hand-designed to include interesting places (including flat bits for airfields), and then a modified version of the fractal generator to generate the detailed landscape. Obviously I'll need to pass a seed and reset the RND function each time, so it comes up the same... I thought I could have 4, or maybe 9, buffers containing the local patches of territory around your position.
I haven't quite worked out how to implement that, though...
D
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David Williams
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Re: Fractal landscape with D3D
« Reply #10 on: Aug 16th, 2015, 12:12pm » |
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Glad you've made some more progress, David.
I'm keeping tabs on this project of yours!
Admittedly, my own tinkerings with D3DLIB some years back never ventured into semi-transparent polygons (most likely because I didn't have the know-how).
David. --
http://www.proggies.uk/ https://www.youtube.com/channel/UC1E2sxhlc9h9C82q6RFvAWQ
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David Williams
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Re: Fractal landscape with D3D
« Reply #12 on: Aug 17th, 2015, 5:38pm » |
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Splendid.
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