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General Thread

by Aardappel on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 11452461 views, last view: 05/19/2024 10:04

for questions, announcements etc.

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#14338: Re: Revelade Revolution looking for help

by Zamwa on 01/08/2012 17:24, refers to #14335

Making good friends will be your most valuable tool!

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#14339: Re: iOS version

by 99927800 on 01/09/2012 04:16, refers to #13840

i can\'t find the xcode project ,how to build it for ios ,thank you

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#14340: ..

by Papriko on 01/10/2012 20:07

Does Sauer have binary operators for integers? I've seen them for connection boolean conditions, but they don't work with integers.

In case I've been too unclear: with "binary operators for integers" I mean those to compare the binary elements of numbers. For example (12 && 7) returning 4.

Of course I could cobble together those functions on my own, comparing $arg1 and $arg2, but I wanted to ask first if there is a need to do so at all.

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#14341: Re: ..

by Razgriz on 01/10/2012 21:01, refers to #14340

plenty of them.

&
&~
|
|~
>>
<<

that's all i can remember right now, but i'm pretty sure i left some out.

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#14342: ..

by Papriko on 01/10/2012 21:19

Alright. &- and |- give me unknown command errors, but the others work fine.

May I ask you another thing? What are the last 2 operators for? << and >>

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#14343: Re: ..

by Papriko on 01/10/2012 21:24, refers to #14342

Argh, I freakin' hate double-posts, but I wanted to say that I found out on my own now.

Overall I'd like to say thanks. It'll be useful for some more of my (sometimes admittedly random) ideas.

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#14344: Re: ..

by Razgriz on 01/10/2012 22:11, refers to #14343

erm..

there is a difference between &~ and &-
get your shit straight. :P

>> A B -- "Right bitwise shift", divides A by 2 raised to the power of B.

<< A B -- "Left bitwise shift", multiples A by 2 raised to the power of B.

~ A -- 'Not' bitwise operator.

| A B -- 'Or' bitwise operator.

|~ A B -- Equivalent to (| A (~ B)).

& A B -- 'And' bitwise operator.

&~ A B -- Equivalent to (& A (~ B)).

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#14345: Re: ..

by srbs on 01/11/2012 06:24, refers to #14344

There are also xor based functions:

^ A B -- 'Xor' bitwise operator.

^~ A B -- Equivalent to (^ A (~ B)).

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#14346: Re: ..

by Papriko on 01/11/2012 16:48, refers to #14344

I copied it out of your post now to see what you mean XD

I don\'t know if it is the Sauer Forum font or the fact that I only have a 1024*768 screen, but it really looked like a -.
After copy-pasting it into notepad I saw that you actually made a ~, which explains why it didn\'t work when I tried ingame.

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#14347: Re: Tritank!!!

by Papriko on 01/14/2012 00:16, refers to #14347

So, you got nothing to say about the game and just make ads for your own game?

And how can you say it is better than Sauer? In Sauerbraten you run around as person while your game is tank-based as you say. It's like comparing apples with pears.

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#14349: Re: ..

by Razgriz on 01/14/2012 10:46, refers to #14345

Just occured to me.. aren't there any bitwise add/subtract operators?

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#14350: Re: ..

by eihrul on 01/14/2012 10:50, refers to #14349

That is what the bitwise-and operator does. It is a single bit addition/subtraction, i.e. 1+1 = 0, 1-1 = 0, 0-1 = 1, 1-0 = 1, 0-0 = 0, etc.

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#14351: Re: ..

by suicizer01 on 01/14/2012 13:05, refers to #14350

It's probably me that's getting confused now, but isn't 1+1=1 in bitwise?

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#14352: Re: ..

by suicizer01 on 01/14/2012 13:09, refers to #14350

And never mind comment #14351, as it can be not, and, or, xor...

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#14353: Re: ..

by eihrul on 01/14/2012 15:26, refers to #14350

Wait, sorry, bitwise-xor is add/subtract. Brainfart.

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#14354: source modding

by Fabricator on 01/18/2012 12:40

Hi guys! I have a little problem while tried modify the controls for my helicopter-like mod. I wish to add up and down movement for the playermodel. This code is works for me without errors, but only up, or only down if I change the pl->vel.z = to minus or plus (up with SPACE, and down with MOUSE2). What is the problem? Please help me, I am not a programmer, but I dont wish to kill the game :D this is a personal project, not public.

Code is here:
in physics.cpp:
void modifyvelocity(physent *pl, bool local, bool water, bool floating, int curtime)
{
if(floating)
{
if(pl->jumping)
{
if(pl->dwning)
{
pl->jumping = true;
pl->vel.z = 25.0f;(pl->vel.z, JUMPVEL);
pl->dwning = true;
pl->vel.z /= -25.0f, DWNVEL;
}
}
}




in defaults.cfg: bind MOUSE2 "dwn"


in ents.h:
"jump", "sink", "swim", "dwn",


YOUTUBE: http://www.youtube.com/watch?v=yYEMmgyZBKI

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#14355: Building "screens" inside 3d world

by rubenvh on 01/18/2012 14:30

Hi there,

I want to build a kind of cabin (cube form) inside the game that stands isolated in a large plane. There's 1 door to enter the cabin. Next to this door I want to show a movie playing (avi file or something) on the wall of the cabin. If you enter the cabin, on all 4 sides I want to show a virtual 3D landscape projection that is based on the input of the video projected outside. Every pixel in the video will be represented as a cube (rgb -> height width depth). The resulting landscape of cubes needs to be projected on the inside walls of the cabin.
I was wondering which 3d engine would allow this and i came up with the cube engine because it can handle realtime modification of the level.

So i want to

1. display a movie inside the game on a wall

2. access the pixel data of this movie

3. transform on the fly these pixels into 3D representation of cubes

4. show these cubes as a virtual projection on a wall in the game. (so the player won't be able to move inside the landscape of cubes)

Is this possible with the cube engine ? If not, which engine do you suggest I use for this?

Kind Regards,
Ruben.

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#14356: Re: Building "screens" inside 3d world

by Razgriz on 01/18/2012 22:02, refers to #14355

1) Possible but highly difficult and inconvenient.

2) Perhaps possible, probably not.

3) Completely impossible.

4) See 3.

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#14357: Re: Building "screens" inside 3d world

by tempest on 01/19/2012 00:53, refers to #14355

Way to complexify a really simple thing. Why the hell would you want to emulate a flight simulator within a 3D engine? ...
Also, for how much work that would be, you could as well write a renderer yourself.

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#14358: Re: Building "screens" inside 3d world

by Zamwa on 01/19/2012 10:03, refers to #14355

Try http://cubeengine.com/forum.php4?action=display_thread&thread_id=1865

")"Raise awareness against SOPA! DX"("

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