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fuzinavl
 Official Sponsor

Joined: 06 October 2004
Posts: 287
30 November 2004 14:36 (UK time)

Camera-drones: The bot would simply drive towards your crosshair. The camera's view cone would always face forward. The weapon could be a remote control. The ammo would be a camera bot (2 bots max). A secondary fire (mode#2) would self destruct with shrapnel. There should be a 2 second delay so that there is a chance of shooting it down first.

Autocannon-drones: drive towards your crosshair. 360 degree autocannon. It's camera always points in gun direction. If enemy is in cone of vision & range, it fires. If not, gun rotates clockwise with camera until enemy spotted. You can only control it's movement. Limit 1 bot (ammo). Maybe mode#2 would let you control the gun while the bot stands still. No self-destruct.

Method: Shrouder (black out blind spots) only screen areas which are not in the line of sight of any of the player & cameras of the same team. Tangent: Team members could share the same viewport with this method (new technology helmet-cams)...

Plan: create 16-bit back_buffer, 1-bit shrouder_buffer, 1-bit temp_shrouder_buffer

1)render land, enemies, objects
2)clear shrouder_buffer to 1's (1==clear, 0==black)

3) repeat 3a -> 3c for every player / camera on the screen
3a)clear temp_shrouder_buffer to 1's
3b)draw blind spots for that player in zero's
3c)inclusive "OR" temp_shrouder_buffer to shrouder_buffer. DWORD chunks baby!

4) blit shrouder_buffer to back_buffer (1==clear, 0==black)
optimization: if shrouder WORD == 0xFFFF, skip to next shrouder WORD
optimization: if shrouder WORD == 0x0000, black runlength 16 pixels

Edited: 30 November 2004 14:38


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fuzinavl
 Official Sponsor

Joined: 06 October 2004
Posts: 287
16 December 2004 17:17 (UK time)

Hey JB, where can I find a function that does fast polygons on a monochrome surface (variable # of vertices)? I can handle the rest.

Curious: How did you do polygons on the 2-bit map surface? Is that code home-brew?

Edited: 16 December 2004 17:19


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