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https://www.syntaxboom.com/forum/index.php?topic=96

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Baggey

2025-09-24, 17:57:11
They'll be using Expanding foam to glue bricks together next  :-X

Dabzy

2025-09-24, 06:09:52
You can also get the expanding foam post fix, but, I wouldnt trust it really, especially where I live on the side of a valley and when the storms blow in the right direction, whistling down the valley, nowt is safe!

Baggey

2025-09-23, 08:53:01
That Postcrete stuff is amazing. I never know how much water to add. May be i should read the Instructions  ;D 

Dabzy

2025-09-22, 21:33:46
Cannot beat a breaky uppy mode, saves the hand cramps and chipped knuckles knocking ten bells out of a chod of conc with a hammer and chisel.

GfK

2025-09-22, 21:28:44
I have a massive JCB drill with a concrete breaky uppy mode which has got me out of jail free a couple of times replacing rotted fence posts that has been concreted in.

Amon

2025-09-22, 19:23:30
What about Roly?

Dabzy

2025-09-22, 19:22:35
Putting my 2 deckings in.... I've dug enough post holes to last me a life time... I feel sorry for the future poor sod who may want to shift'em... Like most things I do, I tend to go over the top, and as such, I've probably got shares in postcrete! :D

GfK

2025-09-22, 19:10:57
Round is a shape.

Baggey

2025-09-22, 19:04:49
Consult a qualified electrician for compliance with BS 7671 and local building Regs! Avoid areas where future digging is likely. ;)

Jackdaw

2025-09-22, 18:18:24
That depends on where the cable is to run. Minimum depth in a garden in 450mm. Under pavements 600mm.

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Recent

rocketships racing 3d

Started by RemiD, Jun 14, 2025, 09:37 AM

Previous topic - Next topic

Ricky

#15
Quote from: RemiD on Jun 17, 2025, 11:13 PMtherefore we use a skybox, or spheres (at the appropriate sizes) attached to a skybox.
this way, no need to have big shapes or to have entities at big distances.

  ...or you can do like the geniuses at "Starfield" and replace the 3D entity with a nice 2D sprite who always looks at the camera. ;)
  R.-
What isn't shared is doomed to be lost.

RemiD

#16
Quote from: Ricky on Jun 19, 2025, 02:30 AMAs a suggestion, I recommend you start thinking about a good tutorial about your game and how it relates to cryptocurrencies.

my goal is to make a simple 3d racing game (with rocketships, from the earth, to the moon !)

and have gameplay elements (competitors, obstacles, friends, enemies, events, money (tokens), fuel, items (and associated powers) ) which help to understand the important concepts and factors which can influence the financial markets (especially the fiat currencies market and the crypto currencies market )

of course the vision i have about it will change during the development (as always).

we will see how it goes 👀

RemiD

Quote from: Ricky on Jun 19, 2025, 02:44 AMor you can do like the geniuses at "Starfield" and replace the 3D entity with a nice 2D sprite who always looks at the camera.
sure, i can use only a textured skybox with 2d shapes, or i can use 3d spheres for the earth and for the moon, and a textured quad (=textured sprite) for the sun.

but this does not change the problem that i have to know the sizes of the sun, of the earth, of the moon, and their positions in the 'sky', depending on where the rocketship is between the earth and the moon (on the zaxis) and depending on its lateral offset (on the x axis and y axis).

fortunately there is chatgpt to help me to find the formulas to calculate this 📝🤓

Baggey

Running a Pc that just aint. Faster nough. I7-4Ghz, 32Gb Ram, 4Gb Nvidia, 2 x 1Tb SSD's, 2 x 24" LCD's

RETRO everything!

Jesus was only famous because of his Dad

Krischan

Quote from: RemiD on Jun 17, 2025, 11:13 PMthe good news is that i can use 384 zones of 1,000,000 width (x axis), 1,000,000 height (y axis), 1,000,000 depth (z axis), without problem, and always keep player and the camera and the relevant entities, near the origin (0x,0y,0z).

It must also not be physical accurate because as we know from Hitchhiker's Guide to the galaxy:

"Space is big. Really big. You just won't believe how vastly hugely mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space"

For a game it is sufficient if it is "believable big" but even here you'll run into technical limitations soon. I've made a lot of experiments and Tech Demos for a space game that I haven't shown yet because it was never finished. For the size problem I've always used two approaches in combination:

- use a simple 1.0/distance scaling factor
- keep the Camera in a small box

I wrote this function years ago for the latter problem:
Global localx:Float, localy:Float, localz:Float
Global globalx:Float, globaly:Float, globalz:Float
Global simx:Float, simy:Float, simz:Float


' keeps the player in a given distance While the world can Move far away
Function Home(target:TEntity, world:TEntity, homesize:Int = 100)

    ' store Local player Position
    Local localx:Float = EntityX(target)
    Local localy:Float = EntityY(target)
    Local localz:Float = EntityZ(target)

    ' Check X axis
    While localx > homesize
    
        globalx:+homesize
        localx:-homesize
        PositionEntity target, localx, localy, localz
        MoveEntity world, -homesize, 0, 0
        
    Wend

    While localx < - homesize
    
        globalx:-homesize
        localx:+homesize
        PositionEntity target, localx, localy, localz
        MoveEntity world, homesize, 0, 0

    Wend

    ' Check Y axis
    While localy > homesize

        globaly:+homesize
        localy:-homesize
        PositionEntity target, localx, localy, localz
        MoveEntity world, 0, -homesize, 0
        
    Wend

    While localy < - homesize

        globaly:-homesize
        localy:+homesize
        PositionEntity target, localx, localy, localz
        MoveEntity world, 0, homesize, 0
        
    Wend

    ' Check Z axis
    While localz > homesize
    
        globalz:+homesize
        localz:-homesize
        PositionEntity target, localx, localy, localz
        MoveEntity world, 0, 0, -homesize
        
    Wend

    While localz < - homesize
    
        globalz:-homesize
        localz:+homesize
        PositionEntity target, localx, localy, localz
        MoveEntity world, 0, 0, homesize
        
    Wend

    ' store simulated player Position
    simx = localx + globalx
    simy = localy + globaly
    simz = localz + globalz

End Function

I've uploaded a demo with the full source here:
Quattest_Homekeeping

It is basically a huge boring starfield but it demonstrates how the camera "moves" through a really big starfield but never reaches the outer limits. This also avoids the common Z-Fight problems if your Camerarange extends 1,10000. And Objects that are further away than 10000 units can be often rendered as a pixel or small Sprite if they are not too big.
Kind regards

Krischan

Win11: Core i9 Ultra 285K, Nvidia RTX 5080, 64GB
Win10: Core i7 9700K, RTX 2080, 64GB
Amiga 500, MC68000, Agnus, 512K Chip + 512K Fast
C64, MOS 6510, VIC-II, 64K

Krischan's Blitzbasic archive

RemiD

QuoteSpace is big. Really big. You just won't believe how vastly hugely mind-bogglingly big it is.
indeed

QuoteFor a game it is sufficient if it is "believable big" but even here you'll run into technical limitations soon.
yes

i have my ideas to manage this, which should work. i am not going to look at your code now because don't want to confuse my mind... maybe later...

Krischan

No need to hurry, as I wrote this code is 10+ years old ;) But keep us up to date with your ideas and solutions.
Kind regards

Krischan

Win11: Core i9 Ultra 285K, Nvidia RTX 5080, 64GB
Win10: Core i7 9700K, RTX 2080, 64GB
Amiga 500, MC68000, Agnus, 512K Chip + 512K Fast
C64, MOS 6510, VIC-II, 64K

Krischan's Blitzbasic archive

Ricky

Quote from: RemiD on Jun 20, 2025, 09:47 AMi have my ideas to manage this, which should work. i am not going to look at your code now because don't want to confuse my mind... maybe later...

  The closer you are to a paradigm, the harder it becomes to create new standards and ideas that aren't related to it.
  The baker on the corner who hasn't done it before is more likely to create an "original" video game than someone who has been doing the job for years... Which is truly strange and paradoxical.
  Conclusion: I recommend you hire the baker as an advisor :o .
  Maintain your inspiration.
  R.-
What isn't shared is doomed to be lost.

RemiD

some news :
my idea of having 384 zones of 1,000,000width (x axis) * 1,000,000height (y axis), * 1,000,000depth (z axis), which makes a 3d world of
1,000km (x axis) * 1,000km (y axis) * 384,000km (z axis), works well. 🙂

and the sizes and positions of the sun, of the earth, of the moon, change depending on where is the rocketship between the earth and the moon and depending on the offset of the rocketship on the x axis y axis, this works well also. 🙂


now i am working on the rocketship controls and physics / movements. 🌍🚀🌑

RemiD

#24
Quote from: Krischan on Jun 20, 2025, 09:41 AMSpace is big. Really big. You just won't believe how vastly hugely mind-bogglingly big it is.

i see what you mean now. 😅

i have managed to achieve what i wanted, with 384 zones of 1,000,000m * 1,000,000m * 1,000,000m, and a skybox of only 1,000units * 1,000units * 1,000units, which moves with the spaceship, and the sun, the earth, the moon, sizes and positions are automatically adjusted in the skybox, depending on where is the spaceship between the earth and the moon (in which zone and at which position in the zone).

but i realized that for a racing game it is important to give the impression of fast movement, so it is pointless to be accurate with distances and sizes, but this was interesting to do.

so now i have reduced the size of each zone ( 100,000m * 100,000m * 100,000m ) and it looks / feels a little better. but i may reduce it even more...

http://rd-stuff.fr/blitz3d/rocketships-racing-3d-20250630.mp4

all these big distances, and big sizes, reminded me of this scene from a movie :
https://youtu.be/vP_OSWdIrXw?si=I3LjqX2F6zKHlgft