[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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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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>
>
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>     [  JPG  ]
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