Caution: Yet another pasted blog. I think my wits were about me with this one, but I know for certain that my coffee cup has been empty for at least 7 hours… *looks regretfully at the cup*… meh…
So… after transferring my previous ideas to the 'follow through in next century' bin, I continued to soldier on with something completely unrelated to the compo: My studies. These include a lot of Andre Lamothe's books, and lot's of 3D theory and trig. I'm training to become a dual OpenGL/DirectX wielder, or cyber-mage as Lamothe puts it >_>Anyway, I always do better making stuff that has to do with what I'm learn, so I started making a new game in GM, in 3D:And no sooner have I got the basic game working than the CPU usage starts to creep up… So I'm already optimizing desperately. Turns out it's the floor and the ceiling causing the trouble.To fix it, I'm going to create a floor that follows the player, but aligns itself to a grid. Difficult to explain, but needless to say that the player won't notice, but I will…I refuse to start learning how to use GMOGRE or Ultimate3D at this point, since I'm already neck-deep in new API's, mostly DirectX. Did I ever mention that I hate COM and that Microsoft are evil? Oh? Well I mentioned it now.It's an unfortunately necessary evil though.Explanation of COM for those who haven't tried 'soft coding.
It's evil incarnate, and also a damned good idea. It just went horribly wrong somewhere along the way.Basically, it takes the idea of Objects from OOP, specifically the Interface. It defines an object knownas an Unkown. Got that? (It's usually defined iUnkown. So was Apple involved or did I miss something? Anyway, you define this Unkown object and use it to 'query' for the interface of another object, using a long number known as a GUID. These are those long numbers you can find in the system registry, the ones enclosed by {}.So basically, once you have found the interface you're looking for, you can access it like so:object->method();Only problem is: You don't know what's in a COM object unless you have the API documentation. So no auto-complete. Which fustrates me no-end.
Looks like we're taking a similar approach, it'll be interesting to see how we implement it.
EDIT: Wait, this isn't for S4D, is it? lol reading noobWarcraft 3….
Did they ever make another?Or is it all about that crummy MMORPG now?This IS for Scary-Four Digits. Why else would I be bothering? :P
Also, something interesting I forgot to mention, about the Minecraft 1.9.4 pre-release:1. Go to The End, take a bed with you2. Place bed.3. Click on bed.4. ???5. Profit!Did someone make a useable 3D room editor yet? There really should be one…
I saw a good 3D room editor a while back. Forgot what it was called, but it was back at the GMC if you want to go search for it.
Other than that, I really might make that myself. Shouldn't be hard or anything.@Mega It's the same as the nether.
Wait… do beds blow up in the Nether too?
Also, I had a sector-based room editor I was working on, similar to Build, the Duke Nukem 3D Engine's editor, but I quite obviously couldn't finish that in time for the comp.Oh yeah. Using GM's equivalent of what must be VBO's, I got a major performance increase: CPU usage down from 99% average to 30% average, just by stuffing the ceiling and floor into models. >_>