[Papervision3D] weapons
ricardo cabello ~ mr.doob
info at mrdoob.com
Mon Feb 19 10:39:34 EST 2007
Sprite3D and Line3D classes sounds very well, In fact, I really need
them for a couple of demos I've in mind!! :)
And chance to get a copy of them? :D
Cheers,
--
Ricardo Cabello ~ Mr.doob
Designer + Developer
Web: http://mrdoob.com
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MSN: info at mrdoob.com
Paper World wrote:
> that's created a really disturbing mental image, john, thanks!
>
> Carlos, to get all this working i've created a couple of extra classes
> in my local copy of papervision - not sure if these would be useful to
> you - but i have a Sprite3D class for placing 2D objects in a 3D scene
> and Line3D for handling rendering lines in a scene. i've also played
> with the Box class that was posted to the list a while ago to create a
> BoudingBox class and OrientedBoundingBox class - once i've tidied them
> up a bit i'll send you copies.
>
> T
>
>
> On 2/19/07, *John Grden* <neoriley at gmail.com
> <mailto:neoriley at gmail.com>> wrote:
>
> DOOD you \m/
>
> weapon's hash tables, lasers, missles, targeting...this is flash
> viagra.
>
> On 2/19/07, *Paper World* < worldofpaper at googlemail.com
> <mailto:worldofpaper at googlemail.com>> wrote:
>
> Cracked it!
>
> Right, i've still got some work to do implementing things
> propertly in the framework - but i'll post a demo later on
> today for you to see the basics.
>
> There are currently two types of weapon - there's a laser
> weapon - which is currently just a 1px line that's drawn from
> the source to a distance away from it on a vector. There's
> also a 'PaperworldProjectile' which can be either a normal
> 'bullet' fired out from the source along a vector that just
> keeps on going for a specified lifetime. I'm also putting the
> finishing touches to a targetable missile which works like this:
>
> when another vehicle comes into the centre of the player's
> screen they're able to click on it to target that vehicle.
> Then, anytime after that they're able to fire a missile and
> that missile will leave their ship and head directly for the
> targeted vessel.
>
> All weapons extend a display class and implement an interface
> (PaperworldWeapon) - each PaperworldVehicle instance has a
> hashtable of weapons so a user will be able to scroll through
> a list of their weapons to select (or we keep them as they are
> now, as key commands - we can decide that a little later).
>
> collision detection is basic, though, and needs a little more
> work to get it robust enough to use.
>
> I've got to take the dog to the vet's this morning, which
> means i need to work some extra hours to make for the time off
> - but i'll try and get a demo up as soon aspossible so you can
> see something at least.
>
> Not long Now!
>
> T
>
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> --
> [ JPG ]
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