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Posted: Wed Oct 03, 2007 4:19 pm
I hope you'll finish the worms-like engine tutorial. FreeBASIC? Well, I guess I'll be able to convert it to FB once I see how you will do it.

Posted: Thu Oct 04, 2007 9:06 am
I have to say that this tutorial is a hard subject to write about, and it isn't going to be one of my best tutorials, believe me... . It covers too much theory, this is because I can't actually write such an engine myself. I also covered how to save big maps with a binary storage method, but this is also mostly theory since the scrolling would be very hard to realize. I will try to finish it however, but don't expect too much of it.
To compensate the things that I haven't covered good enough in my opinion, I will add some things about movements and bouncing particles and projectiles, and that kind of stuff.

Posted: Thu Oct 04, 2007 4:12 pm
I submitted a tutorial on 1-d projectile motion. I'm thinking about doing one on 2d next.

Posted: Mon Oct 08, 2007 1:34 pm
Mentat wrote:I submitted a tutorial on 1-d projectile motion. I'm thinking about doing one on 2d next.
1d, huh? Ok... Jusy never saw a 1d game or something.

Well, I've finished the worms-engine tutorial. It has become a reasonable tutorial, but too much theory in my opinion. It doesn't give you much code, only the ideas behind it. Just some basics. Still 9 full pages in Word. The next thing i'm writing is about special effects in games. Here's what I think I will be covering:

Special effects in games
Interpolation
- Linear interpolation
- Cosine interpolation
- Cubic interpolation
Palette manipulation
- The screen 13 palette
- Palette manipulation
- Interpolation in graphics
- The gradient SUB
Simple physics
- Gravity
- Bouncing
- Air resistance and top speed
Mixing colours
- Fake translucency
- True translucency in greyscale modes
- Using LUT?s
Particle effects
- Setting up the motion
- Some examples
Blobs
- Setting up the lightmap
- Other lightmaps
Realistic water for games
- Top view
- Side view
- Water reflections in RPG?s
Fire effect
- Fire theory
- Some cool tricks
Rotating and scaling images
- Theory
- Optimizing
Good movements for particles
- Sin and cos movements
- Average
- Complexer equations (weighted average and SIN inside SIN etc.)
Perlin noise
- Theory
- Making it tile
- Distortion using perlin noise

Some things may be a bit vague because I made this stuff for myself, but you will probably still able to understand it.

Posted: Mon Oct 08, 2007 4:18 pm
Codemss wrote: 1d, huh? Ok... Jusy never saw a 1d game or something.
Yes, but 2d and 3d projectile motion is based on 1d kinematics. After all, movement and rate of movement are based of vectors. And vector components are 1d math. Projectile motion will solve half of your problems.

And here's a trick for gravity:

Y = -4.9 * T? + V * T + H

Where:
T is elapsed time
V is your horizontal velocity
H is initial height (usually zero if at ground level)
Y is the height you want to know after throwing it.

Posted: Tue Oct 09, 2007 2:48 am
Yes, but 2d and 3d projectile motion is based on 1d kinematics. After all, movement and rate of movement are based of vectors. And vector components are 1d math.
Ok, it just sounded kinda weird .

Posted: Tue Oct 09, 2007 5:32 am
I'm taking physics, and just about everything it a vector. Well, for now at least. I think they're starting to get into my dreams. There's too many of them.

And that's why my tutorials are math based. I use math to make up for my lack of programming expertise.

Posted: Tue Oct 09, 2007 8:00 pm
Mentat wrote:snip

And that's why my tutorials are math based. I use math to make up for my lack of programming expertise.
I can relate to that.

Posted: Mon Nov 12, 2007 10:32 am
Goddamn! I finished the worm-like engine tutorial, but forgot to post it! Can somebody kill me? Im such a retard! Well, I guess I will post it in the next issue. I think it really sucks though.

Posted: Tue Nov 13, 2007 9:33 am
I would like to see an article of several graphic effects that can be used in RPG battle engines for spells, etc., especially with plenty of explanation of the theory behind them instead of just code.

Posted: Tue Nov 13, 2007 5:16 pm
I was going to write a tutorial on a 3d First person maze, using at tops 2 kilobytes for pics, maze array, and source. But my program has a bug (it still works without error, but it's super-imposing pictures). Once I fix it, I'll work on the tutorial. So basically, it's memory mangagement in a game.

Not only that, but it's fast. Ish. Okay, I'll stick with memory.

Posted: Mon Nov 26, 2007 3:20 am
i don't know whether this request has already been made or not but her it goes..

Tutorial about loading images of different formats..Jpeg,png,Rle Bmp in fb .18?

Posted: Mon Nov 26, 2007 5:11 pm
Oh, it was in TI. I have to keep everything archived, because by calc has a bad habit of clearing the RAM. So, debugging is slower than usual.

But, for this submistion I changed topics.

Posted: Mon Mar 17, 2008 8:25 am
I don't mean to necropost, but I'd rather do this than start a new thread. Are there any specific requests for articles? I'd like to contribute, but I can't come up with anything to write an article about at the moment.

One thing I would kind of like to do is write a game review, does anyone know of a recent (or not) QB game that hasn't been reviewed in the zine yet?

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Posted: Tue Apr 08, 2008 11:25 am
erased by user

Posted: Sun Apr 20, 2008 2:36 pm
Anybody interested in rigid-body physics?

I noticed somebody got to springs before me.

Posted: Sun Apr 20, 2008 5:54 pm
COunt me in Mentat ...I sure am

Posted: Sun Apr 20, 2008 9:57 pm
Did anybody read the article I did on Cryptography? If so, does anyone want the next part?

Posted: Mon Apr 21, 2008 5:05 am
I'd like to see what part 2 has...I liked the first one a whole lot, I wasn't sure back then if I was allowed to write letters to the editors to myself and I couldn't find a skitzo handy nearby at least I didn't think so and all my 15 personalities agreed with me...ROFLMAO

But yeah, I wanna read Part 2 , all 16 of us do .

Posted: Mon Apr 21, 2008 8:26 am
Okay. I figured that the next part would handle shift Ciphers of a couple varieties. And include some programs to help out on cracking them.