English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General

 
 
Thread Tools
Old 12 July 2011, 14:35   #61
h0ffman
Registered User
 
Join Date: Aug 2008
Location: Salisbury
Posts: 744
Quote:
Originally Posted by Coagulus View Post
loving this thread. It's probably one of the best resources on the net about it now. Now how about all the other effects....
I couldn't agree more Coagulus, been a real eye opener for me. We need more like this really.

Was thinking it might be worth having a "Classic Demo Effects Explained / Tutorial" sticky thread with links to each of the threads which explain it.

I know there is a Chessboard thread on here somewhere....
h0ffman is offline  
Old 12 July 2011, 16:34   #62
Dunny
Registered User
 
Dunny's Avatar
 
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 1,978
Quote:
Originally Posted by h0ffman View Post
I couldn't agree more Coagulus, been a real eye opener for me. We need more like this really.

Was thinking it might be worth having a "Classic Demo Effects Explained / Tutorial" sticky thread with links to each of the threads which explain it.

I know there is a Chessboard thread on here somewhere....
+1. I've been loving this thread as a way to get ideas of what to try next in SpecBAS and so far been having a blast! It would be *ace* to learn how all the tricks in the old demos were done (and some of the 40k's explained would be neat too)...

Tunnels and textured cubes, dot-balls and swirly rotatey things and all sorts!

D.
Dunny is offline  
Old 12 July 2011, 16:48   #63
deicidal
Registered Insane
 
deicidal's Avatar
 
Join Date: Feb 2010
Location: Ununited Kingdom
Posts: 792
Yep, I also agree to a Classic Demo Effects Explained / Tutorial". This has been a fascinating read.
deicidal is offline  
Old 12 July 2011, 23:10   #64
AlfaRomeo
A1200 040 SAM440EP 667
 
AlfaRomeo's Avatar
 
Join Date: Jan 2008
Location: Lisbon / Portugal
Posts: 873
Quote:
Originally Posted by Dunny View Post
It would be *ace* to learn how all the tricks in the old demos were done (and some of the 40k's explained would be neat too)...
yeah!! I second that too
AlfaRomeo is offline  
Old 12 July 2011, 23:55   #65
Lonewolf10
AMOS Extensions Developer
 
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
I already know the theory behind how alot of the effects were done, but I have enjoyed reading this thread too


Regards,
Lonewolf10
Lonewolf10 is offline  
Old 13 July 2011, 01:16   #66
h0ffman
Registered User
 
Join Date: Aug 2008
Location: Salisbury
Posts: 744
Can we get a mod onto this?
h0ffman is offline  
Old 13 July 2011, 03:32   #67
Codetapper
2 contact me: email only!
 
Codetapper's Avatar
 
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
A separate website with a page for each effect would be the ideal solution imho! Someone would need to compile a list of effects needed and the experts here that know efficient ways to do them would have to write up some docs. Off the top of my head:

Full screen zoomer
Blitter tornado
Maybe some basic cube rotation
Sinus scroller
Jelly
Plasma
...
Codetapper is offline  
Old 13 July 2011, 03:59   #68
korruptor
TDI
 
korruptor's Avatar
 
Join Date: Feb 2007
Location: Blitter Town
Posts: 124
Most of them have already been discussed on here and ADA
korruptor is offline  
Old 13 July 2011, 23:59   #69
Lonewolf10
AMOS Extensions Developer
 
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
Quote:
Originally Posted by korruptor View Post
Most of them have already been discussed on here and ADA
I agree. I already have some sinus scroller code which shows how easy it actually is

I would love to know how to merge one screen into another (not wiping). I was playing around with Vmorph earlier and although it's made in AMOS it does a fairly good job of morphing one image into another - however it's not true morphing (it basically fades out one image, and fades in the new one over the top). A very simple example of what I am on about would be if you morph a circle/ball into a square. Morphing full images would be complicated, right?


Regards,
Lonewolf10
Lonewolf10 is offline  
Old 16 July 2011, 23:45   #70
gibs
Banned
 
Join Date: Jan 2010
Location: france
Posts: 932
Very interesting stuff !
gibs is offline  
Old 17 July 2011, 14:03   #71
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
Quote:
Originally Posted by Lonewolf10
I already have some sinus scroller code which shows how easy it actually is
True, but this illustrates a fundamental law of the universe: everything is easy - when you know how.

The coders of today are just standing on the shoulders of the giants that were the pioneering coders of the past.

Personally I'd rather not have a discussion of how to do all the effects that have ever been done - if you know it all the fun is gone from the discovery. Although that's just my opinion of course.
pmc is offline  
Old 17 July 2011, 14:15   #72
StingRay
move.l #$c0ff33,throat
 
StingRay's Avatar
 
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
Quote:
Originally Posted by h0ffman View Post
Ez Stinger

But, the logo would be different on each line, thus multiplying the twister by the number of lines of the logo surely??
If you want to have a logo it'll be a bit tricky but if you use a texture that is symmetrical, drawing the textured twister is done exactly how I said. Instead of using bitplane pointers for each line you can also set the modulos for every line which saves a few cycles and needs even less memory (less data to write).


Quote:
Originally Posted by pmc View Post
True, but this illustrates a fundamental law of the universe: everything is easy - when you know how.
Exactly! Everything is easy once you know how to do it. The fun is to figure out how to do something.

Quote:
Originally Posted by pmc View Post
Personally I'd rather not have a discussion of how to do all the effects that have ever been done - if you know it all the fun is gone from the discovery. Although that's just my opinion of course.
I agree.


Quote:
Originally Posted by Lonewolf10 View Post
I would love to know how to merge one screen into another (not wiping). I was playing around with Vmorph earlier and although it's made in AMOS it does a fairly good job of morphing one image into another - however it's not true morphing (it basically fades out one image, and fades in the new one over the top). A very simple example of what I am on about would be if you morph a circle/ball into a square. Morphing full images would be complicated, right?
Morphing full images can be done but it's not that easy. "Simple" morphing is easy. What kind of morphing are you looking for? Something like I did in this demo: [ Show youtube player ] ? (3:38, Desert Dream part) Or something different?
StingRay is offline  
Old 19 July 2011, 00:05   #73
Lonewolf10
AMOS Extensions Developer
 
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
Quote:
Originally Posted by StingRay View Post
Morphing full images can be done but it's not that easy. "Simple" morphing is easy. What kind of morphing are you looking for? Something like I did in this demo: [ Show youtube player ] ? (3:38, Desert Dream part) Or something different?
I didn't watch the whole demo, but I bookmarked it to watch tomorrow
I laughed at the beginning (western) because I watched a western double-bill at the weekend - Shootout at Medicine Bend (James Garner) and El Dorado (John Wayne).
I loved the whole flicking through TV channels idea

Anyway, yes the bit just after 3:38 (circle morphs so it has teeth) is the sort of thing I was after (I don't expect to be able to morph someones face into a cat's head just yet!).
I would like to know how to morph a filled circle into a square. Could you point me in the right direction, please?


Regards,
Lonewolf10

Last edited by Lonewolf10; 22 July 2011 at 18:50.
Lonewolf10 is offline  
Old 19 July 2011, 09:14   #74
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
Back onto twister related stuff...

I've been playing with generating pre-calced twister bitmaps. What this is giving me is a twister that kind of looks like a twisted ribbon. See the picture attached.

Is this normal? Did I fuck something up or, with a bit of extra code to stretch and relax the ribbon, have I just invented a new effect?

EDIT: Actually carried on messing with this and with a slight tweak I got my precalc bitmap to look like one continuous strip of twister instead (see new pic) - I suppose that's more how it's supposed to look?

Regardless - I'll add some giant copper list code as per the previous discussion and play with the different pre-calc bitmaps. Maybe I'll get some interesting effects

Last edited by pmc; 04 August 2012 at 11:56.
pmc is offline  
Old 19 July 2011, 20:38   #75
Lonewolf10
AMOS Extensions Developer
 
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
Quote:
Originally Posted by pmc View Post
Back onto twister related stuff...

I've been playing with generating pre-calced twister bitmaps. What this is giving me is a twister that kind of looks like a twisted ribbon. See the picture attached.

*snip*

EDIT: Actually carried on messing with this and with a slight tweak I got my precalc bitmap to look like one continuous strip of twister instead (see new pic) - I suppose that's more how it's supposed to look?
Personally, I think the "twisted ribbon" effect looks cooler, and would look even better moving


Regards,
Lonewolf10
Lonewolf10 is offline  
Old 20 July 2011, 10:43   #76
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
Yeah, I quite like it too.

A static image is one thing, now I just need to get it moving nicely.

If I generate anything worthwhile it'll probably find its way into something I'm working on now...
pmc is offline  
Old 20 July 2011, 11:51   #77
Coagulus
Gets there in the end...
 
Coagulus's Avatar
 
Join Date: Sep 2005
Location: Wales
Posts: 862
Quote:
Originally Posted by pmc View Post
Personally I'd rather not have a discussion of how to do all the effects that have ever been done - if you know it all the fun is gone from the discovery. Although that's just my opinion of course.
I agree but some of the classic and probably well know to most demo-coder effects like the twister and the one in your avatar would be good! Demo coders are like magicians and have to have some tricks secret.

ps, loving your ribbon but keep picturing a scrolltext wrapped round it too!

Last edited by Coagulus; 20 July 2011 at 11:52. Reason: extra bit
Coagulus is offline  
Old 20 July 2011, 15:43   #78
WayneK
Registered User
 
Join Date: May 2004
Location: Somewhere secret
Age: 50
Posts: 364
That was actually one of the first times I saw a 'ribbon' effect, was a vertical scroller 'around' a ribbon. Done by setting 8 new cols every line (with the copper, although this was actually on the Atari ST so I guess Timer B!) to makeup the 'pixels' of the chars required... you can of course precalc a ribbon to twist around itself, so have 2 scrollers twisting around each other, or a darker/shaded version of the scroller on the pixels which are behind the ribbon for added '3d' illusion trickery!
Quite a nice looking effect if done well, and importantly (as with all things I like to code) amazingly easy to do
WayneK is offline  
Old 22 July 2011, 19:03   #79
Lonewolf10
AMOS Extensions Developer
 
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
Quote:
Originally Posted by Lonewolf10 View Post
I would like to know how to morph a filled circle into a square. Could you point me in the right direction, please?
It's ok, I managed to work out how to do it myself. Using cartesian coordinates to work out the coords of the circumference of the circle, I can then work out intermediate frames as I know the final coordinates. All coordinates will be joined together by a line.

If that doesn't quite make sense, I have included a simple example with 1 intermediate frame. In my finished morphing routine I will use more than 1 intermediate frame


Regards,
Lonewolf10
Attached Thumbnails
Click image for larger version

Name:	Morph_example.PNG
Views:	303
Size:	393 Bytes
ID:	29155  
Lonewolf10 is offline  
Old 28 July 2011, 08:04   #80
pmc
gone
 
pmc's Avatar
 
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
I now have my own twister twisting away nicely and running just fine on 68000.

Gonna include it in the current project I'm working on.

EDIT: Just measured and it takes only 33 raster lines to do the twisting. I did all the coding in my version myself without referring to any of StingRay's example code but would I have got there without Stinger's expert advice and guidance in this thread...? Another proof that it really is easy when you know how.

Last edited by pmc; 28 July 2011 at 13:00. Reason: Added speed info
pmc is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Help with a sine effect bobster Coders. Tutorials 16 17 October 2012 12:11
2x Filter effect: How to? Cherno request.UAE Wishlist 3 13 February 2012 06:26
Global Effect mai support.Games 3 04 February 2010 12:58
Cracktro effect absence Coders. General 13 02 April 2009 16:41
Chessboard effect Six Coders. General 11 09 January 2007 15:45

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 00:41.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.18145 seconds with 14 queries