2004/03/10
The ModelStudio is showing progress. Will therefore not
write much but continue.
A Dynamic Arrays Set of Functions is ready - will make a final
Test later on and then upload it to the CodeArea.
2004/03/05
GetCodeFromArchive added to the CodeArea
2004/03/04
Some of the statements below confused - I should write
this completely in German here
- would be much easier for
me.
So, "Based on VRML" is not completely right.
Although the Models are basically converted from VRML they are
now B3D-AnimMeshes with the difference that the Anim is a
separate System. Blitz understands it and it works - that's
what makes it quite easy to soon provide all Programs as a
line of affordable Tools for everybody.
Back to work ... after working 40 hrs in a row
and sleeping 10 afterwards 
2004/03/01
Will do some work on the TerrainStudio tonight - the first
questions reached me, about when it will be available. And if
I could put a list of features on the site.
I think I cannot answer all these questions now. Sorry.
The point is, it's part of a complete own development system -
Blitz3D is used as platform - but all animations, the
landscape, the models, houses, furniture, plants and other
stuff of ambient environment are based on VRML 2.0 and I made
it compatible with Blitz3D.
I wrote the conversion-programs and developed the StudioLine
to be able to add new features and to do things that are not
common.
Example: In a normal computergame a walking model has
some animation keys and the walking animation is running no
matter at what speed the model is moving. The Position is one
thing and the animation is something else - just fitted
together by a guessed factor and most times is not accurate -
looks as if the Model is gliding on Ice-skates.
Here's how it works with the Models that are pepped up by the
ModelStudio:
The Animation is done quite similar - besides it got made
"system-friendly" in a certain way via a fps-pre-calculation -
but the
major change is, that the speed (and so the looks of it) is
dependent on bone-positions the developer can determine
himself.
To make it easier to understand: If a foot touches the ground
the system gets the info that this is the new reference point
between Model and Ground. While the animation continues the
two "connected" vertices of Ground and Foot are
still connected making the model move forward. Several frames
later the animation has reached a state where the other foot
that has passed the reference point and is touching the
ground. Now the system gets the info that it has to release
the previous connection and use a new connection as reference
point. And so on. That brings reality to it - in opposite to
the ice-skating wannabe-walkers you usually see in games.
And since the developer has control over the animation-system
(in opposite to Blitz3D where the Language has the control and
doesn't give you a big chance to get it) there are flowing
changes between different gestures and animations possible. A
Model that reaches stairs for instance continues the straight
walk with stepping entering the sequence right at the exact
point - not to mention, that walking upstairs follows the same
rules (Ground Bones reference points).
This system features of course sliding, jumping and moves of
any kind, too.
And the developer is able to synchronize as many Models with
each other as he likes.
Maybe it will never be used - but two virtual people could
dance a waltz for hours without getting off beat.
And if I would program a beat-recognition-system (that's
something for the ToDoList - lol) they could even dance to the
music. ;-)
2004/02/28
Started the CodeArea with 22 useful Commands:
W3DButtons (10), FileList (1) and DynamicStringArrays (7)
StringsInBanks(4)
Joined the Dark Basic Developer Network (DBDN) - That has
nothing to do with Blitz, but I think it cannot be bad to benefit from both languages.
2004/02/27
One year ago I started
to program with Blitz3D and after checking out several Tools as
there are Dark Basic, Dark Basic Pro, Jamagic, and others I decided
to stay with Blitz, although I may do things with DBPro as well (once its usable) and
I did some stuff with Jamagic, too.Unfortunately
I do not have too much time to care for the style of this site - so the layout
and design is nothing I am proud of - but I think it's more
important (after 25 years of programming experience) to announce
things that may help
developing the language than to waste time with design matters.
Especially the 3D in Blitz3D is a bit too much underdeveloped. There's such a lot that is missing - so many useful things
- that's why I
decided to make this Web-Site to be able to show at least the most
important lacks of the language.
Okay, you can make Space-Invaders,
and Marble Madness and all that Commodore-64 and Sinclair-Spectrum
stuff that's shown in Idigicons Showcase. But webbased 3D-Shooters or
roleplaying games - somehow up-to-date in graphics and design - where are
they ?!
Some little although very impressive Demos exist - but when it comes to finished projects -
nothing, exact nothing - and one of the reasons is - workarounds -
workarounds - workarounds. And missing features that are essential
to make a game complete. On the
other hand - even expensive produced productions can be complete rubbish
as the following example demonstrates ! ! ! Has
anyone tested Unreal 2 ? I wonder who has made that sh..? Endless long loading times even on a 1.667 Ghz-System
that is used only for gaming - the Graphics are not that big step into the future as
announced - when it comes back to windows you have to restart
your computer because it has ruined all settings. And so on
and so on and so on. And - bah - I do not have the time to
continue - in the end it's a game not worth to
mention.
Really disappointing if you wait for something that has been
announced by all magazines as the step into the future.
Okay, that is only my view - others may love to make a cup of
tea while a program loads - get fragged - and then have time to go
out for a pizza until
the game is ready again. |