Sorta' stumbled onto this one, while modeling some procedural creatures,. it is a simple way to create rings.
Seems nice and fast, for my uses anyhow. If you change the cube to a sprite you can do some cool ring-burst particle type effects quite simply as well,. . transladed primitives seem to be an ideal building block for more complex structures on these modern graphics cards,.
Perhaps a basic MeshTorus would be usefull. I know there is one in the implicit stuff,. however the layout of the points is so strange,. I do think that area holds much promise,. . I was creating strange shapes from trig. but I still don't quite understand what I'm doing. :S
Cubic Rings - nearly perfect rings from iterations of cubes
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- jph_wacheski
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Cubic Rings - nearly perfect rings from iterations of cubes
- Attachments
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- jphs__rings_example.zgeproj
- just look in the file to figure it,. .
- (2.16 KiB) Downloaded 1092 times
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- looks like this.
- rings.jpg (68.96 KiB) Viewed 16325 times
iterationGAMES.com
That's nice, it does seem to perform well thanks to using simple cubes.
Yeah the implicit stuff seemed to hold much promise, but after doing the 3ds-import function I've sort of abandoned it. It seems much simpler to just export a few models (including primitives such as cone and torus) from 3ds and import them and warp them with a meshexpression, compared with trying to make clever implicit expressions which is difficult.
Also the implicit polygonizer use the very simplest algorithm available (marching cubes). There are many other approaches that generate nice well-formed triangles, but they are much more advanced and require more time for research and implementation as well as runtime code size (additionally potentially protected by software patents). This is an area that is certainly worth revisiting later though, maybe forum members can help with information.
Yeah the implicit stuff seemed to hold much promise, but after doing the 3ds-import function I've sort of abandoned it. It seems much simpler to just export a few models (including primitives such as cone and torus) from 3ds and import them and warp them with a meshexpression, compared with trying to make clever implicit expressions which is difficult.
Also the implicit polygonizer use the very simplest algorithm available (marching cubes). There are many other approaches that generate nice well-formed triangles, but they are much more advanced and require more time for research and implementation as well as runtime code size (additionally potentially protected by software patents). This is an area that is certainly worth revisiting later though, maybe forum members can help with information.
Re: Cubic Rings - nearly perfect rings from iterations of cubes
Here is something similar but a bit more dynamic (it changes the number of meshes according to the radius)! It's pasted directly from a project so it has a few eccentricities - for example (generally speaking) the individual building blocks should get slightly wider as the radius of the circle grows (here they're shrinking), but in my project I wanted to show a particular thing so I made it like this... etc. Anyway - move the mouse up/down to adjust the circle!
I'm wondering - if I wanted to make a full circle, wouldn't bending RenderNet be better than drawing individual meshes?
Code: Select all
<?xml version="1.0" encoding="iso-8859-1" ?>
<ZApplication Name="App" Caption="ZGameEditor application" Camera="cam_Ortho" FileVersion="2">
<OnLoaded>
<Variable Name="DeathEdge"/>
<Variable Name="Pi2"/>
<ZExpression Expression="Pi2=PI*2;"/>
</OnLoaded>
<OnUpdate>
<ZExpression>
<Expression>
<![CDATA[DeathEdge = clamp(abs(App.MousePosition.Y),0.06,1)*12;
transf_DeathRadius.Translate.Y = DeathEdge;
//
transf_DeathRadius.Scale.X = 0.5 - DeathEdge*0.02;
transf_DeathEdgeSingleStep.Rotate.Z = 1f/(DeathEdge*Pi2);]]>
</Expression>
</ZExpression>
</OnUpdate>
<OnRender>
<UseMaterial Material="mat_ColorMondrian"/>
<Repeat Count="65">
<OnIteration>
<RenderTransformGroup Name="transf_DeathRadius" Scale="0.38 1 1" Translate="0 12 0">
<Children>
<RenderMesh Mesh="mesh_Triangle"/>
</Children>
</RenderTransformGroup>
<RenderTransform Name="transf_DeathEdgeSingleStep" Rotate="0 0 0.0133"/>
</OnIteration>
<WhileExp>
<![CDATA[//this.Iteration=current iteration nr. Return false to end loop.
int i;
i = this.Iteration;
return (i < DeathEdge*Pi2);]]>
</WhileExp>
</Repeat>
</OnRender>
<Content>
<Material Name="mat_ColorMondrian" Shading="1" Light="0"/>
<Camera Name="cam_Ortho" Kind="1" Position="0 0 15" OrthoZoom="12"/>
<Mesh Name="mesh_Triangle">
<Producers>
<MeshBox Grid2DOnly="255"/>
<MeshTransform Rotation="0 0 -0.125"/>
<MeshExpression>
<Expression>
<![CDATA[//V : current vertex
//N : current normal (turn off AutoNormals when modifying normals)
//C : current color (turn on VertexColors)
//TexCoord : current texture coordinate (turn on HasTexCoords)
if (V.Y< 0) V.Y = 0;]]>
</Expression>
</MeshExpression>
</Producers>
</Mesh>
<Mesh Name="mesh_Rectangle">
<Producers>
<MeshBox Grid2DOnly="255"/>
</Producers>
</Mesh>
</Content>
</ZApplication>
- Attachments
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- 04.gif (483.48 KiB) Viewed 14426 times