as i said i find programming in c a valid topic on comp.lang.c
though i understand maybe it will get no many answers as c is like commo denominator and programing a thing not necessary
but if i got some things i may share, maybe it will get some outcome
though probbly not
here is video on it
https://www.youtube.com/watch?v=vJ-Q-OA5ONY
i added a small spacecraft piloting to my (fully pure c)ÿ rasterizer and
it simply opens some problems that are near "walls"
by walls i name such situation when you want to obtain something but you
hit the wall and it stops you.. here im not exactly hit the walls maybe
but may be near
so i maybe name some (and if someone want may comment on this)
1) as i said i want to obtain a "juicy" result and piloting
a ship is near some wall here becouse i noticed that flyin in emptu
space just by camera for some reasons looks better, i dont know
its maybe becouse concentration of viewer is not focused on a ship
in the centre so more engagement is put in viewing the 3d scenery
- observing that ship in the centre spoils it
though aside there is also some advantage of it as ships has its side
and when it flyies thru scenery closely the size of the scenery
is better illustrated..but the first problem stays
(the question is how to improve this?)
2
second problem is steering... this is quite serious problem..it is how
to steer the ship to make all go look good...
right now camera is pinned to the ship but when i move a mouse its
rotating around it and only if i press right mouse button the ship
began to turn in stright looking direction - so i f i need him
to turn 20 degrees right i just look the camero 20 degrees right and
press right button...the routines according to which he changes its
angular velocities also need to work
i also stop the whole scene when nor right mouse button is pressed
without that it all wass to fast (i mean enemies dont need to stop and
look around, they move ans shoot too fast, so pause is imo good way)
(how to improve it?)
3. third problem is the algorithm for bots - how they should behave..
i mean they should be skillful fighters so they should go out when im
on them, they should also turn ad shoot and generally make good lookin
space fights
this is also open question
4. there are potential more topics here - like i dont added
any potentially costly things like collisions - but as to this i
dont wanna burdem my code with it yet (as it wil be burden so maybe i
should work first on mentioned problems.. they are hard enough)
fir pisze:
as i said i find programming in c a valid topic on comp.lang.c
though i understand maybe it will get no many answers as c is like
commo denominator and programing a thing not necessary
but if i got some things i may share, maybe it will get some outcome
though probbly not
here is video on it
https://www.youtube.com/watch?v=vJ-Q-OA5ONY
i added a small spacecraft piloting to my (fully pure c)ÿ rasterizer and
it simply opens some problems that are near "walls"
by walls i name such situation when you want to obtain something but
you hit the wall and it stops you.. here im not exactly hit the walls
maybe but may be near
so i maybe name some (and if someone want may comment on this)
1) as i said i want to obtain a "juicy" result and piloting
a ship is near some wall here becouse i noticed that flyin in emptu
space just by camera for some reasons looks better, i dont know
its maybe becouse concentration of viewer is not focused on a ship
in the centre so more engagement is put in viewing the 3d scenery
- observing that ship in the centre spoils it
though aside there is also some advantage of it as ships has its side
and when it flyies thru scenery closely the size of the scenery
is better illustrated..but the first problem stays
(the question is how to improve this?)
2
second problem is steering... this is quite serious problem..it is how
to steer the ship to make all go look good...
right now camera is pinned to the ship but when i move a mouse its
rotating around it and only if i press right mouse button the ship
began to turn in stright looking direction - so i f i need him
to turn 20 degrees right i just look the camero 20 degrees right and
press right button...the routines according to which he changes its
angular velocities also need to work
i also stop the whole scene when nor right mouse button is pressed
without that it all wass to fast (i mean enemies dont need to stop and
look around, they move ans shoot too fast, so pause is imo good way)
(how to improve it?)
3. third problem is the algorithm for bots - how they should behave..
i mean they should be skillful fighters so they should go out when im
on them, they should also turn ad shoot and generally make good lookin
space fights
this is also open question
4. there are potential more topics here - like i dont added
any potentially costly things like collisions - but as to this i
dont wanna burdem my code with it yet (as it wil be burden so maybe i
should work first on mentioned problems.. they are hard enough)
well it seem to be a hard problem
generally as i said the plan would be to search "juicy" things
- but it would invlve many code and tries what is juicer and
what is less juicy... and that searching costs some things
for example
1. i may miss /omit very best ideas just not thinkin on them (very
probably)
2. thise i try make some mess in code (then i can clean t but it cost a
tim) and overally cost a time
so like this sip im myslef in a space of more and less juicy things
couldn quite find a way to more juicy regions easily ;c
but no stress, as i sai im doint it like 'toying ' attempt and
if so it mean i can just do things slowly (if i yet find a time on this) code some and see the results -still it gaves some research values
at least whay i got is standable imo (standable level of juicinesss)
though i should be carefull becouse random additions sometimes put
juiciness down
as to those points above
1 - its hard to find, i could teast some other ways of camere movement i guess (as i tmay depend on this), but probably not now
2 - what i got is also not best but standable so i meybe also put it
lower on the list
3 - that i for sure must focus (though maybe it can be not easy to observing)
4 - this worries me as for example geometry collisions are needed but
may be cpu costly and this is depressing
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