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->Very nice. Do you plan on implementing lightmaps?
Yes. I did once, but the edges of the poly's were very obvious.
->Also, what sort of data structure are you using for your particles? Do you store them in a collection or an array or what?
I use an array. Here's the type
Public Type Particle
Direction as D3DVECTOR
Position as D3DVECTOR
ColorSrc as D3DCOLORVALUE
ColorDest as D3DCOLORVALUE
Life as Single
FadeSpeed as Single
End Type
and I think that's the whole struct. I don't have the code on this computer :)
->I would like to say also, I know youre sick of hearing it, but I would like to give my two cents on VB.
ya. But it looks nice for a change :)
->Visual Basic got a lot of bad press in its earlier years because it ran under a VM, and was very slow. Most people therefore shunned it and refused to learn it. That's ignorant in my opinion. Visual Basic has many many advantages over C/C++ too many for me to go into here.
A couple of facts for you people, unreal did utilize Visual Basic for their editor. Unfortunately, the folks didnt know how to use VB very well, and they since rewrote it in C++. Thats not a language fault, its theirs. Also, in just a few short lines of code, I can make a very robust network application in Visual Basic.
Point in case, if you dont know what you are saying, dont say it.
I totally agree. I might quote you in my game somewhere if you don't mind :)
->Once again, very nice screenshot, Im particuliarly inmpressed with the particle engine, and the translucent HUD. Any comments about the implementation of these would be appreciated.
thanks. I made the particle engine using nehe's particle engine from http://nehe.gamedev.net. The translucent HUD (soon to be redone) is a Transformed and lit array of verts. Anything that is 2D is really 3D in the whole game.
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