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Member |
a bit of a texture test and a bit of a play...
model posted to Richard incase anyone wants to have a look. about 220 faces (can't remember) |
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Member |
Nice!
The perfect gift for Valentine's day... ;D Bye. |
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Junior Member |
Looks great.Keep playing
Harold |
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Member![]() |
Yes, I agree.
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| <kirk>
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Kirk |
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Member |
Thanks for the comments.
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Member |
and I forgot again :-[ it is 238 faces.
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Member |
Fine model, excellent texture...
...238? You could then squeeze a hundred of these in one render? possibilities, it would... 8) -- Markku |
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Member |
Blitz reports 244 faces....
Anyway just tried a quick test in blitz and I had 100 ships moving at once on screen at 38 frames per second on my 900 athlon, gforce4 mx 440, win me system |
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Member |
Not the best of code - but incase anyone else wants it....
;set up fps counter fps_milli=MilliSecs(): fps_counter=0: update_frequency=10 Graphics3D 800,600,32 SetBuffer BackBuffer() light=CreateLight() LightColor light,50,50,170 AmbientLight 51,51,51 piv=CreatePivot() cam=CreateCamera() PositionEntity cam,0,0,-50 final=LoadMesh("2.x" SeedRnd MilliSecs() Type ship Field X Field Y Field model Field xturn Field yturn Field zturn End Type For tempx = 0 To 99 alien.ship = New ship alien\x = 25-Rnd(50) alien\y =25-Rnd(50) alien\xturn=Rnd(10)/5-1 alien\yturn=Rnd(10)/5-1 alien\zturn=Rnd(10)/5-1 alien\model=CopyMesh(final) Next For alien.ship = Each ship PositionEntity alien\model,alien\x,alien\y,0 Next While Not KeyDown(1) For alien.ship = Each ship TurnEntity alien\model,alien\xturn,alien\yturn,alien\zturn Next UpdateWorld RenderWorld ; fps counter********************* fps_counter=fps_counter+1 If fps_counter=update_frequency fps=1000/Float(((MilliSecs()-fps_milli))/update_frequency) fps_milli=MilliSecs() fps_counter=0 EndIf ; print fps************** Text 0,0,"FPS:"+fps Flip Wend EndGraphics End |
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