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Progres 3D | |
File:Progres3dds.PNG | |
General | |
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Author(s) | Cobain |
Type | Demo |
Version | 29/10/2008 |
Licence | Mixed |
Links | |
[Media:Progres3dds.rar Download] | |
Website |
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Orogress 3D is started with the 3D openGL lib which is full of exportable platform (linux, mac, windows, java, python, NDS, ...).
User guide
Part I
A pyramid with some lighting effects.
Part II
Same pyramid with a texture of stone.
Part III
Load from a map. This version is not optimized.
Part IV
Chose MD2 to use thanks to smealum.This is the first 3D application with interaction, run by pressing the up arrow.
Part V
Almost the same as in Part III except the map may have the size you want, for example this is 20x20 map. The image is taken directly from the DS.
Part VI
This is the same as the previous section except responsible for managing the camera, able to move the camera and rotate. Entitled to a nice effect that the angle of the camera is not getting the same color rendering.
Part VII
Exactly the same as above except now you load a map file (map.txt) you need to place external to the root of your linker. So now if you want to test you must have a compatible linker libfat.
Using a more yellow color for the walls and a red color to the floor. Can still move the camera in the same way as the previous projects.
Part VIII
In this version the movement are reviewed, ie if you press the arrow at the top right before you go and not in a defined axis. There is also a 3D optimization functions that are passed from float to fixed point.
Part IX
Now his best move since before it was a struggle at the speed / rotation. Now the walls are brick texture rather than yellow color and soil texture sitting instead of its red color.
Part X
Now the game looks a bit more like a FPS (the ultimate goal) with the addition of a weapon Nhut completely and a small sound when pulled. Sources at all has been revised to cleaner code into multiple files.
Part XI
In this update there anything really new except that the displacement are now at the stylus.
Part XII
Can look up or down (be careful there to not stumbled so if you go too high you get a moment invert the y-axis) and over there now to collision management that has been implemented in the past now you not go over walls.
Part XIII
In this version, super, super, hyper, mega, giga well, you can see the appearance of the system textures so now it's finally have a solid texture to the ground and old bricks for walls.