
assigning light registers to explosive blast ( pie 3d gcs v 1.13 dos )
this video pertains to tutorials found elsewhere
notice I have light registers assigned and activated by explosive blast..
through the process of these tutorials I set a universal register that is assigned for communicating type of explosion at the time that explosion occurs. along the way we have connected to various type objects..
I believe the first was the standard guard set,.. which was implemented through a script written in the programming language FORTH.
then we moved on to animated FLD enemies and assigning them through their FLD script through peditor.. to catch and direct based upon the value of the register received, example man shot, man gib, man catch fire..
recently we created a new animation that could not be achieved or scripted through the standard GCS "peditor".. status quo scenario.. instead we tricked the engine through some clever FLD scripting through peditor,.. and then made some minor tweaks bits and bites through mathematics in a text document representing the FLD that is slipped in replacing peditors constructed FLD.. after the final level test before pressing make final.. this gave us the ability not only to use multiple textures to represent the floor and animate them.... but to have another animated code waiting to catch the same Universal register that represents explosive blast, and when received causes floor texture to jump to a different frame displaying a unique image of the water's surface being disturbed buy explosion percussion as well as reflecting the illumination of the explosion..
now what we see in this video is almost the final step in polishing these explosions and Messengers signals catcher pitcher scenario.. now the walls recognize the explosion and result through fluctuating a fading table..
so we have a unique script that inputs of variety of calculations and numbers identifying bits and bites yada yada, and theater globally recognizes Universal register and through all those numbers being crunched sends a signal of a frequency intensity as well as on off. as well I have a unique timing scenario where the blast is at times going to be visually demonstrated for a second sometimes less because there's a balance in between two animations running on two separate counters and based upon the time of detonation and where the sender and receiver are located in their count one is going to turn on the light and the other turn it off.... if that makes any sense..
so yes the explosion is one part that is sending the message but the animation that's catching it is working all sorts of math with the fading table.. pxx.tbl..
there is a lot of tricky math and interesting stuff going on with this one for sure, it's not precisely perfect but it's variance is where it creates a unique lighting defect almost each time a blast occurs due to the way I have the two animations scripted..
so in this video you see standard guards killed by explosions, you see animated FLD enemies killed by explosions, you see the ground texture react to explosion.. and now the walls reacting by cycling through a light flickering program attached to the fading table program
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enough said, this is definitely a milestone point for accomplishment utilizing the pie in the sky software 3D GCS power 3dengine originally developed for MS-DOS an advertised to be able to run on a 386.. although a 486 SX 33 was recommended ;p
and by today's standards this does not seem super radical, not highly detailed extreme frame rate ect. but imagine software that could render all of this on an early 1990s home PC.. like yowza there might have been a little lag with a 20 megahertz 80386 might have been scraping by with that 33 mhz 80486..but if you had that 66mhz DX this would have been running pretty streamlined, a lot of numbers getting crunched.. wow
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