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World: r3wp

[View] discuss view related issues

amacleod
15-Sep-2010
[10301]
interactive? depends on the quality of real time...it does not need 
to be super realistic....I'll play with it...thanks
Maxim
15-Sep-2010
[10302]
If you can get the basic system setup, I'll help you improve it. 
 just give me a link to download  :-)
Oldes
16-Sep-2010
[10303x4]
funny... I'm just working on smokes, but in my dialect..:
http://box.lebeda.ws/~hmm/rswf/temp/smoke.html
http://box.lebeda.ws/~hmm/rswf/temp/smoke.rswf
this version is using only one bitmap so far with 100 precomputed 
particle paths
I would like to optimize it now to have the fading+scaled bitmap 
prerendered as this version is still quite slow on Wii where I need 
it. The problem is, that I must have is as small as possible so I 
cannot prerender too much
(it's not slow as stand alone, but with game where I need it it's 
noticable)
Steeve
16-Sep-2010
[10307]
nice
Maxim
16-Sep-2010
[10308x4]
you could render it as a single plane mask and use it only as transparency 
(alpha) for another image.
this even allows you to have different colors and scales of smoke 
re-using the same data
doesn't the wii actually have particles?
I mean a particle system built-in the engine...
Steeve
16-Sep-2010
[10312x2]
If my I'm not doing a wrong guess, your WITH function bind its block 
each time it's called. That may be quite slow.
But maybe, it's just a dialect, not something evaluated by Rebol 
in real time...
Henrik
16-Sep-2010
[10314]
the wii is too slow for that? interesting
Steeve
16-Sep-2010
[10315x2]
Oldes, how many particules do you process in real time ?
instead you could process a cluster of particules with the same path 
(tough, the look an feel may be less impressive)
Maxim
16-Sep-2010
[10317]
better off having an image which simulates the cluster to begin with.
Steeve
16-Sep-2010
[10318]
yep
Oldes
16-Sep-2010
[10319x2]
The problem is, that we have only 40MB for complete game so I cannot 
prerender the smoke effect into sequence of images and I cannot do 
it even during init time as the engine has some problems with premultiplied 
semitransparent images. But I want to do some improvements.. also 
it's possible to make (pregenerate) a classic animation for each 
particle so no AS would be used to traverse the block with positions 
which also slows down a little bit... and no, the engine is not slow 
for that, but you must have the game itself running as well under 
the smoke effect:)
I just wanted to show amacleod how it's possible to do that. This 
was first attempt imho. In the PC version we used just some morphing 
blured shapes. But the engine on Wii has no blur support.
amacleod
17-Sep-2010
[10321]
Thanks Oldes. But I did not want to use flash...wanted a pure rebol 
solution.
Anton
17-Sep-2010
[10322x3]
http://anton.wildit.net.au/rebol/demo/rebol-on-fire.r
and solar-refractor.r
and blood-light.r
amacleod
17-Sep-2010
[10325]
Thanks Anton. I'll look over the code of those
Oldes
17-Sep-2010
[10326x2]
Or you can prerender the smoke and do something like that: 
do http://box.lebeda.ws/~hmm/rebol/vid-anim.r
(huh.. it was years ago I did something like that in REBOL - I even 
had to google to refresh my memories)
Maxim
17-Sep-2010
[10328x4]
I'm working on a little particle generator... I coudn't resists.
its strating to actually produce interesting results  :-)
I'm managing 1000 particles via Draw at about 50% of one core.  not 
bad  :-)
the particle engine is done, I'm now building a view interface to 
control the various properties like wind/turbulence.   you can even 
ignite your own fires & smoke with a click of the mouse.  

won't be long, I'll put it on rebol.org.
amacleod
17-Sep-2010
[10332]
you are the man Maxim....I hate to distract you from your other distractions 
but thanks
Maxim
17-Sep-2010
[10333x2]
I'm just about done... the current gui, has a victorian house in 
the backdrop and tree branches in the foreground which add to give 
a sense of depth
I just need to add few more controls and I'll be done.
amacleod
17-Sep-2010
[10335]
cool
Maxim
17-Sep-2010
[10336x2]
yeah its pretty fun  :-D
all that I need to do know is....

-create a new default setup with all the new options... aligned with 
the house windows... 
-merge the images within the script as binary data.
amacleod
17-Sep-2010
[10338]
so you are pre compiling the images?
Maxim
17-Sep-2010
[10339]
yep... its going to be a one-script affair.
amacleod
17-Sep-2010
[10340]
confused! But i'll wait to see it before I comment
Maxim
17-Sep-2010
[10341x2]
just to wet your appetite a bit....


http://www.pointillistic.com/open-REBOL/moa/files/burning-house.png
a run-time screen grab while the simulator is running  :-)
Gregg
17-Sep-2010
[10343]
Go Max go!
Maxim
17-Sep-2010
[10344x2]
well, embedding the images is a no go... it inflates them to about 
half more (including  a compress and 64 base compression)  so I'll 
just use an url which loads the paths.
the script will end-up being about 800kb with nothing but image data 
and 9k of text at the end...
Chris
25-Sep-2010
[10346]
Can someone point me to solutions for detecting the names of installed 
fonts?  If possible for different platforms.
Graham
25-Sep-2010
[10347x3]
yes
Ashley posted something .. have a search
I tried reading the windows registry but the registry functions are 
broken ...
Gregg
25-Sep-2010
[10350]
A looooong time ago, Carl Read and I did something for TTFs on Windows. 
I can dig it up if you want Chris.