MiniB3d for FreeBasic
Unfortunately, you are right.
Anyway, you can do a very big terrain (since it uses LOD), so tiling is usually not required.
Also, even in Blitz3d tiling terrains is not a good idea: in fact, since the level of detail is automatically adjusted, vertices of the two terrains might not fit perfectly, and you will see an ugly "crack" in the terrain (even worse, the collision system won't work perfectly, and you might fall below the ground).
If you want to tile terrains, you should do (both in Blitz3d, and in MiniB3d) an intermediate tile: two tiles should share a portion of the map, and when you are going closer to the border of a tile, the second tile should simply replace it (you won't see the swap, since the tiles overlap, and so the terrain around you will be identical)
This solution is simpler, and also faster than tiling two terrains (since you will have only one terrain to render on the scene at the same time)
BTW, I was thinking about a wiki about it (at the moment, one of the biggest problem is the lack of documentation).
Should I create it on wikia, or elsewhere? Or maybe a solution like "wiki on a stick" (offline documentation)?
I'm open for suggestions!
Anyway, you can do a very big terrain (since it uses LOD), so tiling is usually not required.
Also, even in Blitz3d tiling terrains is not a good idea: in fact, since the level of detail is automatically adjusted, vertices of the two terrains might not fit perfectly, and you will see an ugly "crack" in the terrain (even worse, the collision system won't work perfectly, and you might fall below the ground).
If you want to tile terrains, you should do (both in Blitz3d, and in MiniB3d) an intermediate tile: two tiles should share a portion of the map, and when you are going closer to the border of a tile, the second tile should simply replace it (you won't see the swap, since the tiles overlap, and so the terrain around you will be identical)
This solution is simpler, and also faster than tiling two terrains (since you will have only one terrain to render on the scene at the same time)
BTW, I was thinking about a wiki about it (at the moment, one of the biggest problem is the lack of documentation).
Should I create it on wikia, or elsewhere? Or maybe a solution like "wiki on a stick" (offline documentation)?
I'm open for suggestions!
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- Posts: 255
- Joined: Jan 05, 2006 0:56
I'm going to create a wiki, for the documentation.
The address will be:
http://sourceforge.net/apps/mediawiki/m ... mands-list
At the moment, it's not ready yet.
The address will be:
http://sourceforge.net/apps/mediawiki/m ... mands-list
At the moment, it's not ready yet.
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- Posts: 289
- Joined: Oct 10, 2006 7:19
http://sourceforge.net/projects/minib3d/files/
Windows version (with the .DLL file)
http://sourceforge.net/projects/minib3d ... p/download
Linux version (with the .so file):
http://sourceforge.net/projects/minib3d ... z/download
Windows version (with the .DLL file)
http://sourceforge.net/projects/minib3d ... p/download
Linux version (with the .so file):
http://sourceforge.net/projects/minib3d ... z/download
ok, I tried... I really did... been fiddling around with "Bird.bas" and "Air.Bas", and did manage to do 'some' things.... but I really need a manual of some sort of documentation to learn this stuff! Any luck in that department yet?
Good job, BTW! It looks like a very easy way to throw some stuff up 3D wise without delving into the depths of OpenGL..
Good job, BTW! It looks like a very easy way to throw some stuff up 3D wise without delving into the depths of OpenGL..
Im' very slowly working on the wiki...leopardpm wrote:ok, I tried... I really did... been fiddling around with "Bird.bas" and "Air.Bas", and did manage to do 'some' things.... but I really need a manual of some sort of documentation to learn this stuff! Any luck in that department yet?
http://sourceforge.net/apps/mediawiki/m ... mands-list
Anyway, most commands are the same of Blitz3D
http://blitzbasic.com/b3ddocs/docs.php
There are many tutorials for blitz3d, and most demos can be ported.
The most important differences between blitz3d and freebasic+minib3d are:
1) 2d commands: they are completely different (since freebasic already has its own 2d library, it's pointless to add another set of 2d commands; but fb commands are different from blitz3d)
2) the for...each command: this blitz3d command is really useful, and used in many tutorials; in freebasic, it's not immediately available (it has to be implemented through linked lists)
To make FreeBasic more similar to Blitz3d, consider compiling with -lang fblite; it will work (you'll get, at compile time, some warnings "passing scalar as pointer": you can ignore them)
1) 2d commands: they are completely different (since freebasic already has its own 2d library, it's pointless to add another set of 2d commands; but fb commands are different from blitz3d)
2) the for...each command: this blitz3d command is really useful, and used in many tutorials; in freebasic, it's not immediately available (it has to be implemented through linked lists)
To make FreeBasic more similar to Blitz3d, consider compiling with -lang fblite; it will work (you'll get, at compile time, some warnings "passing scalar as pointer": you can ignore them)