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Vector line games

PostPosted: Thu Dec 07, 2006 9:06 am
by gopher
Could someone point me in the right direction to built a vector based game like the original asteroids or tempast???

or just get me started on using drawn lines as actors??

thanks

PostPosted: Fri Dec 08, 2006 12:21 am
by Game A Gogo
in this case, you should use graphics.

PostPosted: Fri Dec 08, 2006 10:33 pm
by gopher
Thanks

PostPosted: Fri Dec 08, 2006 11:43 pm
by Game A Gogo
its the best way, cuz making line rotate and all that stuff is a pain in the ass, believe me.

agreed - vector for GE is bad.

PostPosted: Fri Dec 15, 2006 9:10 am
by defalkner
The only way would to generate your vector graphics as an animated 3D model sequence using 3DS Max or other, and export them as an animated .bmp (or other) sequence to simulate vectors to be compatible with GE. It's not worth the effort.

PostPosted: Fri Dec 15, 2006 1:20 pm
by Fuzzy
On the other hand, if you are doing wire frame type graphics, you can give the actor a small array, and randomly fill it with numbers that are slightly higher and lower than the x and y of the actor. then you just draw a line from point 1 to 2 to 3 to 4... and back to one. That should make a bumpy sort of circle.

You dont have to calculate rotations on the fly at all.

You just fill 10 numbers for both x and y, and subtract 1/2 of the range.

So if you want the points no further than 20 pixels away from the center of the actor, you would make each element of the array equal to rand(40)-20, giving a range of -20 to +20.

Then when it comes time to draw you take the first element of the Xlookup array, and the first element of the Ylookup array, and set your pen to there. then you draw a line to Xlookup[2] and Ylookup[2] and so on, with the last connecting to the first.

For a regular shaped item, like a ship, you can do the same, but plot them by hand and store it in code.

Its 6am. I hope I make sense.