Difference between revisions of "User:Jonathan"
From Armagetron
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This is basically how it went: | This is basically how it went: | ||
# While playing with chatbot code I found that sensors screwed up at borders. I visualized it with basic colored OpenGL lines, and it looked sort of like lighting. It was very slow due to the large number of sensors. | # While playing with chatbot code I found that sensors screwed up at borders. I visualized it with basic colored OpenGL lines, and it looked sort of like lighting. It was very slow due to the large number of sensors. | ||
− | # z-man made headlights based on it. It performed much better, but still wasn't exactly fast. The lighting was also still as unrealistic. | + | # [[User:Z-Man|z-man]] made headlights based on it. It performed much better because it had less sensors in a smaller area, but still wasn't exactly fast. The lighting was also still as unrealistic. |
# I wrote a little fragment program for more realistic lighting, used a triangle fan instead of lines, and reduced the number of sensors further. Performance is now often acceptable, and it looks much better. | # I wrote a little fragment program for more realistic lighting, used a triangle fan instead of lines, and reduced the number of sensors further. Performance is now often acceptable, and it looks much better. | ||
+ | |||
+ | [http://forums.armagetronad.net/viewtopic.php?t=1684 Forum thread] | ||
=== HUD map === | === HUD map === | ||
Originally a small experiment, but everyone wanted it, so I posted the source. | Originally a small experiment, but everyone wanted it, so I posted the source. | ||
− | + | [http://forums.armagetronad.net/viewtopic.php?t=2249 Forum thread] | |
+ | |||
+ | == Significant pages created == | ||
+ | ; [[Elaborate color explanation]] : This article explains exactly what happens to player colors, unlike the common rough estimation. |
Revision as of 03:41, 1 August 2006
Jonathan is the name my parents gave me.
Things I've coded for Armagetron
Headlights
This is basically how it went:
- While playing with chatbot code I found that sensors screwed up at borders. I visualized it with basic colored OpenGL lines, and it looked sort of like lighting. It was very slow due to the large number of sensors.
- z-man made headlights based on it. It performed much better because it had less sensors in a smaller area, but still wasn't exactly fast. The lighting was also still as unrealistic.
- I wrote a little fragment program for more realistic lighting, used a triangle fan instead of lines, and reduced the number of sensors further. Performance is now often acceptable, and it looks much better.
HUD map
Originally a small experiment, but everyone wanted it, so I posted the source.
Significant pages created
- Elaborate color explanation
- This article explains exactly what happens to player colors, unlike the common rough estimation.