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Monte Carlos
Registered: Jun 2004 Posts: 358 |
C64 Demo with Sprite Bob Vectors
Does anybody know a demo, where they used
multiplexed sprites to make bob vectors?
Monte |
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Mace
Registered: May 2002 Posts: 1799 |
Correct me if I'm wrong but:
Bobs are sort of movable objects like sprites are. Bobs on C64 are often just plotted graphics in two or more frames to make it appear as if they are moving.
Vectors are lines drawn between two points.
How can you combine those to bob vectors?
What are bob vectors? |
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Frantic
Registered: Mar 2003 Posts: 1647 |
I think he refers to 3d cubes (or 3d represented by 2d objects of different sizes more generally), where the corners of the cube are represented by "balls" (sometimes called vectorballs and similar) of different size depending on depth.
See games like Power Drift for a very nice example of "3d" implemented with 2d graphics. :) The game world can be rotated etc..
http://www.youtube.com/watch?v=ogGHLFsa9Io&feature=related
Even if C64 doesn't have this "unlimited zooming sprites" feature (hehe), it would be nice to see some general experimentation with other ways of representing 3d on the c64 apart from the typical vector style.
Jackasser gave me a link to some C64 game which had a sort of "3d" approach once, but I forgot the name. It was something where the game world was a vertical tower, which was round (having "depth").
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enthusi
Registered: May 2004 Posts: 677 |
vectors or rather vertices are simple 'positions'.
Usually referred to when meaning 3d positions :)
However, lines are just lines (potentially between two vertices).
Smartass ftw \o/
And grahams latest loader did just that.
Check out 3DEH:
3DEH |
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Monte Carlos
Registered: Jun 2004 Posts: 358 |
Yeah ok,
sprites are not bobs. Thats right. I meant rotating 3d vectors, where only at each edge or at the face centers a sprite is positioned. So the loader part from 3deh is a good example for eight sprites. My question was, which demos used sprite multiplexing to create such an effect. For example you can make a vector cube from eight sprites by setting the sprite on the edges of the cube and then rotate them. You may also want to place sprites in the middle of each cubes face, so you need 8 sprites for the edges plus 6 sprites for the face centers, which makes 14 sprites. Of course this is only an example.
Greetz Monte
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WVL
Registered: Mar 2002 Posts: 899 |
The Wild Bunch has multiplexed vector bobs, but there's still only 8 points (each point is made from 2 or 4 sprites, iirc)... |
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Slammer
Registered: Feb 2004 Posts: 416 |
There was one in 'Camel Park'. |
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wacek
Registered: Nov 2007 Posts: 513 |
Check the 'vector bob spiral' part in Biba 2 for example... However that probably are not sprites :) |
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Danzig
Registered: Jun 2002 Posts: 440 |
for maximum impression watch zodiacs one:
The Legacy
just "perspective" is missing but he could have achived that with ease... |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: The Wild Bunch has multiplexed vector bobs, but there's still only 8 points (each point is made from 2 or 4 sprites, iirc)...
6. |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Axis made, imho, the most fantastic vector bob part ever in Oxyron Party v2 Invitation. He used sprites together with soft-bobs at first, but the sprites actually made it slower iirc. |
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Monte Carlos
Registered: Jun 2004 Posts: 358 |
The softbobs from the Oxyron invitation are crazy, but they are not made of sprites. Yeah, Camel Park, i didn't think of that demo. Anyway, it's one of my favorite demos, especially for the work by Glasnost. Were these bobs below that camel castle logo really multiplexed sprites? The Flash Inc and the Arise demo are not so much present anymore in my mind, i have to check them out again. But i doubt, these are sprite bobs.
Thanks for the interesting discussion.
Monte
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Glasnost Account closed
Registered: Aug 2011 Posts: 26 |
Yes in camel park i used sprites for the vector bob effect. I have always thought it was possible to do a much more convincing effect with 3x the sprites in camel park, but it will set some tight limitations for the design of the object rotated, unless you plot some of the bobs when the multiplexer is overflown.
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WVL
Registered: Mar 2002 Posts: 899 |
@ Glasnost : how did you generate the y-positions for that dxycp? Did you do it by hand or do you have some nifty program for that? |
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Oswald
Registered: Apr 2002 Posts: 5086 |
this one has some nice bobs aswell Total Decay |
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Glasnost Account closed
Registered: Aug 2011 Posts: 26 |
@ WVL: Made the sinus in basic, and made a lot of repetetive (endless) corrections to make it fit a multiplexer. (I cannot recommend doing that!) Think i spend days trying to make the sinus for the scrolltext. Thank god for emulators and Kick-assembler nowadays :) |
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Bitbreaker
Registered: Oct 2002 Posts: 504 |
Spiritual Dreams
Maybe this? |
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Skate
Registered: Jul 2003 Posts: 494 |
@Monte Carlos: Hey, isn't this demo's vector part the perfect example for what you are looking for?
Black Spark 100% |