I'm so tired. I worked forever on that third incarnation of that cursed Macromedia Director project. At least it is done.
Anyways, I pulled something up from ages ago, remember that heightmap thing I babbled about? Well, I'ma gonna release it, I've modified it a bit today, and as-is, the cpu usage is abysmal because a) its re-creating the model every single step, and b) its doing a 20x20grid twice every frame because of a). I know, bad programming practice, but I'll fix that before I release it. I'm lazy right now. The reason I have a) is because I'm testing out 3D pseudo-destructible terrain. Woo! You'll see why.Of course, you aren't necessarily supposed to draw heightmaps every step in full, you can draw a dumbed down version, and only use the highres version for height calculation.GM7zip file - http://www.64digits.com/download.php?name=3DWar.gm7z&id=19320ZIP - http://www.64digits.com/download.php?name=3DWar.zip&id=19321and you'll need this Map - <b>and rename it to 'tester.map'</b> and don't complain if you don't do this.OMG a second one - this is the wavy one (second pic) Map same thing, rename to tester.mapWASD move the green dot, arrow keys rotate view.
Wow, cool work!
sup my favorite MOD….
awwww man! why are you using gm7?is the same as gm6.1 but gm6.1 is better…awwww(and also gm7 doesnt work on my comp…)O rly?
YA RLY!
O rly what? XD
GM7 runs faster than GM6.
Grayscale bitmaps for DT? Bah! I laugh at you!
Seriously though, that technique could be useful, my design uses a voxel structure - deformable polygon terrain could be used as a supplement to that.Voxels are fun, but that can be a bit annoying in GML because GML only supports 2D arrays. And displaying it has to be a pain.
Nice,though couldn't you use some string fun and global_variable functions for a bloated amount of individual variables that could be extended to be like a 3Darray?
And I think the 2Dgrid map looked nicerNice maps! Great work DF :)