I Almost Gave Up...

Miscellaneous Forums/General Discussion/I Almost Gave Up...

... i finally got FredBorg's Water code working (slightly adapted and added textures) in my lil OO engine, but when i ran it, the damn thing ran like molasses on a slow day.

well... i was ready to admit that this was a bad idea (i still may wind up having to say that), and give it all up...

then, suddenly... a bolt from the gods pierced my overcaffeinated noggin, and i realized that my attempt at implementing some constant timing code was what was causing my problems here... i had a loop inside of a loop that was stagnating the logic (or something, i'm too tired of this thing already to know for sure)...

once i removed it, the thing flowed like butter on a hot day... paint me a happy camper...




everything in the pics is an object... the sub is an object, those guys in blue are objects, the water is an ocean object... even the building (what's left of halo's catherdral after the final war) is an object...

ok... a few more things, and i think that this'll be ready for game making :)

thx again Cygnus for the suggestion on the cubemapping thing... and another thx to Fredborg for his generous and decent looking water code...

--Mike

Looks good man. I'm glad you finally got the problem nailed :o)

soooo when can we play it? Is my game sonar detecting a large object? ping ...

i need a smoke break... but after that i'll procede to tidy things up and enhance what i've got... then the core OO engine will be put in the archives for everyone to take a look at and have a good laugh, or use for a project...

i'll whip up a reference manual or something and add a few basic subclasses to the tObject class that predominates the thing, and put it up for you to have fun with...

it's really nothing earthshattering... no advanced algorithms (although i was tempted to include octothorpe's hashing routines), just a simple means for me to wrap mind head around Blitz3D in an OO fashion, like i'm used to... for me, embarking on a project using procedural BASIC is like jumping into a lake full of aligators... i just can't do it any longer... and i've tried...

once the core engine is done, i don't have to really be bothered with what is spinning around in the source... like anyone else who uses this, i just have to go by the rules i set up, and try to code something that resembles a game... using objects :)

anyways... that's it... thx for all the help guys...

--Mike

It reminds me of a submarine-based Thunderbirds - in a way - there is a sort of "Gerry Adams" look to it.

EDIT:
Or is that "Gerry Anderson"?

Thunderbirds would make an awesome game... Its got a great look for games, since the puppet logic would directly relate to the game model logic. Making the only thing to consider be... the strings and wires... which would be really kinda cool to simulate.. heheh... wow.. nerdgasm..

Thunderbirds are go!

I can't believe I said that... Seriously RO, tell is whats in the engine? What name do you expect to use? Tease us a little???

those are just objects i created in order to test the OO engine i'm working on... they're not part of any game... you sillies, you :)

the game will be written using the engine, i mean, if it still looks like it's capable when i'm done with it...

everything you see in the pics is derived from my tObject 'class'... the Ocean is an instance of the Ocean 'subclass' of tObject 'class'... it wraps a lot of Fredborg's water functionality so that i can use it in the OO engine...

the submarine you see is currently an instance of a something i call the BouyantObject 'subclass'... this subclass expects an Ocean object, and floats or sinks depending on it's bouyancy...

the building is an instance of a what will eventually turn out to be a CShopLevel class... with functionality to have itself loaded and parsed for different child entities which will automatically create instances of classes in the engine... like lights, collision enabled walls and floors... something like what Rob did in his Cube demo a while back...

hey... Thunderbirds were cool... but i liked Super Car



and Fireball XL 500



(check out these sites for some really retro fun stuff http://www.aiai.ed.ac.uk/~bat/GA/supercar-3d.html http://www.aiai.ed.ac.uk/~bat/GA/fireball-xl5.html )

the best...

--Mike

So is this like Version 8201 of the sub game now? :)

I have every right to say that too... I'm on version 10872 of my master of orion type game. :)

LOL... actually, if this OO thing works... it'll be like version 50 something...

... and hopefully the final version :)

--Mike