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Forums > C64 Coding > Twister's primer
2009-05-03 21:35
Luca

Registered: Apr 2002
Posts: 178
Twister's primer

How to obtain simple/cool/elaborate primer graphics (bitmap) for a general vertical twister effect (let's say simply 3 colours+background colour)? Should I draw'em on PC first, with a 3DMax or similars, then convert'em? Which height in pixels would be enough to smoothly describe and include the whole 360° rotation?

For a very basic one, I could simply draw a slice of column in two colours by drawing them with a sin(x) function, what with more complex stuff?
 
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2010-03-31 15:38
Oswald

Registered: Apr 2002
Posts: 5094
sprite fpp is a wonderful thing indeed :) who invented it btw?
2010-03-31 19:49
WVL

Registered: Mar 2002
Posts: 902
I honestly don't know :( I didnt know about it until Royal Arte, but I'm sure it has been used plenty of times before that..
2010-03-31 22:27
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
There is no twister, its just to print some chars that animate so they look like twisting, using a pretyped char index table, sorry to break your dreams :D
2010-03-31 23:24
Skate

Registered: Jul 2003
Posts: 494
FPP is a very old effect.

http://www.codebase64.org/doku.php?id=base:demo_world_records_a..

Codebase64 says it's from 1989, I think it might even be older.
2010-04-01 07:01
Radiant

Registered: Sep 2004
Posts: 639
FPP != sprite FPP.

Coding your own raytracer for generating the twister graphics isn't a bad idea. You can always touch the result up manually afterwards if you want to. The graphics for the "twister" in Patterns was generated by simply texturemapping a cylinder with different texture offsets.
2010-04-01 07:30
Oswald

Registered: Apr 2002
Posts: 5094
"Coding your own raytracer for generating the twister graphics isn't a bad idea."

its like coding your own ext editor for the twister's code...
2010-04-01 10:15
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: "Coding your own raytracer for generating the twister graphics isn't a bad idea."

its like coding your own ext editor for the twister's code...


I see your point, however, it's not valid to me. For me, learning some 3d program to generate the gfx takes longer than doing a simple raytracer. However, as complexity of the objects increases, using a real tool becomes more and more sane. F.e. the wireframe cube in Andropolis was generated using povray. (And now that I know povray I don't think I'd make my own raytracer again for a twister. :) )

The horizontal twisters in The Wild Bunch and Amplifire both used a custom raytracer that only could render such an object (i.e. some cylinders and planes).
2010-04-01 15:51
Oswald

Registered: Apr 2002
Posts: 5094
okay, in some cases it is a good idea indeed :) but I'd guess most coder's cant just slap together a raytracer even this simple in 5-10 minutes, it needs some perequisites like in the case of using a tool. :)
2010-04-01 18:53
Pantaloon

Registered: Aug 2003
Posts: 124
a simple twist tracer in kickasm script, stores which side is visible for each line.

.for (var side = 0; side < 4; side++)
{
.var y0 = round(coords.get(side*2+0))
.var y1 = round(coords.get(side*2+1))

.var ydiff = y1 - y0

.if (ydiff > 0)
{
.for (var y = y0; y < y1; y++)
.eval points.put(y,side)
}
}
2010-04-01 20:08
Mace

Registered: May 2002
Posts: 1799
@ Pantaloon: don't you forget declaring 'coords' as a List()? Or something...
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