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Ichiban_Addict
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Joined: 04 Feb 2003
Posts: 2
Location: Canada B.C.

PostPosted: 04 Feb 2003 07:31    Post subject: James Bond style Reply with quote

Hey, here's an attempt at the Jame's Bond death sequence icon_razz.gif

Code:
   
1 SCREEN 13
2 DEFINT A-Z
3 LINE (0, 0)-(319, 0), 4
4 FOR j = 1 TO 200
5 FOR i = 0 TO 319
6 IF INT(RND * 5) = 0 AND POINT(i, j - 2) THEN LINE (i - 90 / j, j - 1)-(i + 90 / j, j - 1), 4
7 NEXT i
8 NEXT j
9 GOTO 4   

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relsoft
Sanzo


Joined: 05 Nov 2001
Posts: 764
Location: Philippines

PostPosted: 04 Feb 2003 07:41    Post subject: Reply with quote Edit/Delete this post

Great!!!!

the MMS members are active again!!!!
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Ichiban_Addict
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PostPosted: 04 Feb 2003 08:16    Post subject: weird pinwheel Reply with quote

Hey again...this ones just a bunch of rotating points, i wouldnt recommend looking at it for too long icon_biggrin.gif
Code:

1 SCREEN 13
2 angle = angle + 1
3 IF angle = 360 THEN angle = 0
4 xy = xy + .09'RND * .5
5 PSET (160 + COS(angle) * xy - SIN(angle) * xy, 100 + SIN(angle) * xy + COS(angle) * xy), RND * 2
6 PSET (160 + COS(360 - angle) * xy - SIN(360 - angle) * xy, 100 + SIN(360 - angle)  * xy + COS(360 - angle) * xy), RND * 4 + 2
7 IF xy > 160 THEN xy = 0
8 IF xy = 0 THEN LINE (0, 0)-(319, 199), 0, BF
9 GOTO 2
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Dav
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Joined: 08 Sep 2001
Posts: 200
Location: USA

PostPosted: 04 Feb 2003 17:04    Post subject: Reply with quote

Man, all you guys are posting some great stuff!

This one gives the effect of a scrolling screen (it's not really).
Scrolls up and down randomly.

Code:

'Fake screen scrolling in 9 lines by Dav
'Scrolls up and down randomly
1 SCREEN 13
2 w% = RND * 1
3 IF w% = 0 THEN a$ = MKI$(199) + MKI$(0) + MKI$(-1) + MKI$(RND * 100 + 1) ELSE a$ = MKI$(0) + MKI$(199) + MKI$(1) + MKI$(RND * 100 + 1)
4 FOR t% = 1 TO CVI(MID$(a$, 7, 2))
5 FOR y% = CVI(MID$(a$, 1, 2)) TO CVI(MID$(a$, 3, 2)) STEP CVI(MID$(a$, 5, 2))
6 IF INKEY$ = "" THEN LINE (0, y%)-(319, y%), c% ELSE END
7 IF w% = 0 THEN IF c% > 199 THEN c% = 0 ELSE c% = c% + 1 ELSE IF c% < 0 THEN c% = 199 ELSE c% = c% - 1
8 IF t% = CVI(MID$(a$, 7, 2)) THEN GOTO 2
9 NEXT y%, t%


- Dav
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mofu
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Joined: 26 Feb 2002
Posts: 85
Location: Ireland

PostPosted: 04 Feb 2003 22:27    Post subject: Reply with quote

k guys dont laugh, I am a total newbie. I just started learning qb again!!! tonight. I felt like posting something even though a 2 year old could probably write this piece of code icon_redface.gif

Quote:

1: SCREEN 13
2: DO
3: RANDOMIZE TIMER
4: a = INT(RND * 320)
5: b = INT(RND * 200)
6: FOR i = 0 TO 200
7: LINE (a, b)-(a, b), INT(RND * 14) + 1
8: NEXT i
9: LOOP UNTIL INKEY$ = CHR$(27)


easy I know, but Im a newbie icon_biggrin.gif
cheers
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mofu
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Joined: 26 Feb 2002
Posts: 85
Location: Ireland

PostPosted: 04 Feb 2003 22:57    Post subject: Reply with quote

k guys,
heres a better attempt at mt first one icon_biggrin.gif icon_biggrin.gif icon_biggrin.gif
I think im getting better already icon_wink.gif
Quote:

1: SCREEN 13
2: c = 1
3: DO
4: FOR i = 0 TO 10
5: CIRCLE (160, 100), c, INT(RND * 14) + 1
6: NEXT i
7: c = c + 1
8: IF c = 200 THEN c = 1
9: LOOP UNTIL INKEY$ = CHR$(27)


cheers
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na_th_an
Na_th_an


Joined: 01 Mar 2002
Posts: 1746
Location: Spain

PostPosted: 05 Feb 2003 00:45    Post subject: Reply with quote

At last our entry (Na Than+Phobeous)

This comes out of a full-screen fire. You can see it now inside a small box just for speed issues. It is, of course, out of contest 'cause it has 11 lines. We couldn't shrink it any more. Anyways, the *real* effect takes 8 lines, but 3 are needed to set up the palette.

Code:
' Convolution Fire by WOPR2k
' In fact this effects takes 8 lines, but the palette rutines took 3 lines
' (It looks like crap without the custom palette).

' NOTE: ** DON'T ** use copy and paste to QB in a DOS box, 'cause there
' are split lines. Copy to notepad and save it as a .BAS file.

1 IF c& = 0 THEN SCREEN 13 ELSE IF c& = 1 THEN PAINT (0, 0), 255 ELSE IF c& = 2 THEN DIM Sc%(2049) ELSE IF c& = 3 THEN LINE (128, 136)-(191, 199), 0, BF ELSE IF c& = 4 THEN s% = VARPTR(Sc%(0)) ELSE IF c& = 5 THEN DEF SEG = VARSEG(Sc%(0)) ELSE GET ( _
128, 136)-(191, 199), Sc%(0)
  IF c& < 63 THEN b% = b% + 1 ELSE IF c& < 126 THEN g% = g% + 1 ELSE IF c& < 189 THEN r% = r% + 1
  IF c& < 256 THEN PALETTE c&, 63 - r% + (63 - g%) * 256! + (63 - b%) * 65536!
  c& = c& + 1
2 IF c& > 4 THEN POKE VARPTR(Sc%(0)) + 4 + 62 * 64 + INT(RND * 64), 255
3 FOR i% = 1 TO 62
4 FOR j% = 1 TO 62
5 p% = (PEEK(s% + 4 + 64 * i% + j%) + PEEK(s% + 4 + 64 * (i% - 1) + j%) + PEEK(s% + 5 + 64 * (i% - 1) + j%) + PEEK(s% + 5 + 64 * i% + j%) + PEEK(s% + 4 + 64 * (i% + 1) + j% + 1) + PEEK(s% + 4 + 64 * (i% + 1) + j%) + PEEK(s% + 3 + 64 * (i% + 1) + j%) _
+ PEEK(s% + 3 + 64 * i% + j%) + PEEK(s% + 3 + 64 * (i% - 1) + j%)) \ 8
6 IF p% < 256 THEN PSET (128 + j%, i% + 135), p% ELSE PSET (128 + j%, i% + 135), 255
7 NEXT j%, i%
8 IF INKEY$ = "" THEN GOTO 1

' Unreadable code.


Enjoy icon_wink.gif . The 'c' version that I posted a couple of days ago really looks like fire, mainly because it goes faster icon_wink.gif. We coded that version 2 years ago.

The effect is based upon a per-pixel convolution and a feedback. The convolution matrix is:

Code:
    (1 1 1)
1/8*(1 1 1)
    (1 1 1)


Once the convolution matrix is applied, the resulting image is output to screen and then copied over the original, but shifting it one pixel up, and so on.
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Nexinarus
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Joined: 01 Oct 2002
Posts: 7
Location: New Zealand

PostPosted: 05 Feb 2003 03:29    Post subject: Reply with quote

Woah na_th_an thats pretty cool fire. /me votes nathan's fire the best so far heh.

Also funny one jake heh.
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BinarySHOCK
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Joined: 03 Feb 2003
Posts: 14

PostPosted: 05 Feb 2003 04:20    Post subject: Reply with quote

1 SCREEN 13
2 DIM Temp%(51)
3 X% = INT(RND * 310)
4 Y% = INT(RND * 189)
5 IF G& < 10000 THEN CIRCLE (RND * 319, RND * 199), 10, RND * 15 + 16
6 IF G& AND 7 THEN GET (X%, Y%)-(X% + 9, Y% + 9), Temp%
7 IF G& AND 7 THEN PUT (X%, Y% + 1), Temp%, PSET
8 G& = (G& + 1) MOD 64000
9 IF LEN(INKEY$) = 0 THEN 3

screen melting... yup..

and ya i agree that is cool fire.
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BinarySHOCK
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Joined: 03 Feb 2003
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PostPosted: 05 Feb 2003 05:03    Post subject: Reply with quote

Here's my final entry i think icon_razz.gif
not quite a screen saver, it's a 9 line pong game, heh hacked to hell but ya icon_razz.gif anywayz i uploaded it, you can download it from http://www25.brinkster.com/darksoftware/9linep.bas here.

flickery as hell, but you'll live icon_razz.gif and no 'computer' to go against it's just you against the ball (and the flicker icon_razz.gif)

(you may have to right click and save target as to download it)
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Last edited by BinarySHOCK on 05 Feb 2003 05:56; edited 2 times in total
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relsoft
Sanzo


Joined: 05 Nov 2001
Posts: 764
Location: Philippines

PostPosted: 05 Feb 2003 05:03    Post subject: Reply with quote Edit/Delete this post

Bouncing Spheremaped ball...

Code:


'"The Lens" by Relsoft
'Relsoft.ath.cx
1 SCREEN 13
2 IF xx% = 0 THEN xx% = 3 + INT(RND * 260) ELSE IF xv% = 0 THEN xv% = -1 + INT(RND * 2)
3 IF (xx% <= 1 AND xv% < 0) OR (xx% >= 319 AND xv% > 0) THEN xv% = -xv% ELSE xx% = xx% + xv%
4 yy% = 100 - ABS(SIN(((xx% * 3) * 3.141593 / 180))) * 160
5 FOR yt% = 0 TO 99
6 FOR xt% = 0 TO 99
7 IF (((xt% - 50) * (xt% - 50)) + ((yt% - 50) * (yt% - 50))) < (2500 - 900) THEN PSET (xx% + xt%, yy% + yt%), (((((((20 - SQR(2500 - (((xt% - 50) * (xt% - 50)) + ((yt% - 50) * (yt% - 50)))))) * ((xt% - 50) / SQR(2500 - (((xt% - 50) * (xt% - 50)) + ( _
(yt% - 50) * (yt% - 50))))))) + xt% + xx%) AND 15) OR (((((20 - SQR(2500 - (((xt% - 50) * (xt% - 50)) + ((yt% - 50) * (yt% - 50)))))) * ((yt% - 50) / SQR(2500 - (((xt% - 50) * (xt% - 50)) + ((yt% - 50) * (yt% - 50)))))) + yt% + yy%) AND 15)) + 16  _
ELSE PSET (xx% + xt%, yy% + yt%), 0
8 NEXT xt%, yt%
9 IF INKEY$ = "" THEN 2



;*)
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BinarySHOCK
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Joined: 03 Feb 2003
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PostPosted: 05 Feb 2003 05:18    Post subject: Reply with quote

wow nice 1 rel, very cool!
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red_Marvin
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Joined: 25 Feb 2002
Posts: 449
Location: Lund, Southern Sweden

PostPosted: 05 Feb 2003 09:43    Post subject: Reply with quote

I don't know much about peek/pokes memory adresses but here's
my screensaver:

Code:
1 RANDOMIZE TIMER
2 SCREEN 12
3 c = INT(RND * 14) + 1
4 IF POINT(0) < 0 OR POINT(0) > 640 OR POINT(1) < 0 OR POINT(1) > 480 THEN CLS
5 IF POINT(0) < 0 OR POINT(0) > 640 OR POINT(1) < 0 OR POINT(1) > 480 THEN PSET (320, 240), c
6 DRAW "ta" + STR$(INT(RND * 720) - 360) + "u" + STR$(INT(RND * 50) + 5)
7 CIRCLE (POINT(0), POINT(1)), RND * 10, c
8 FOR b = 0 TO 1000: NEXT
9 IF INKEY$ = "" THEN GOTO 3

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Agamemnus
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Joined: 15 Jan 2003
Posts: 260

PostPosted: 05 Feb 2003 14:49    Post subject: Reply with quote

heh, just what I wanted Rel. icon_smile.gif

What about a 3D pong game with that 9-line sphere? icon_smile.gif Might be a good idea...
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Sanzo


Joined: 05 Nov 2001
Posts: 764
Location: Philippines

PostPosted: 06 Feb 2003 04:38    Post subject: Reply with quote Edit/Delete this post

Agamemnus wrote:
heh, just what I wanted Rel. icon_smile.gif

What about a 3D pong game with that 9-line sphere? icon_smile.gif Might be a good idea...


In 9 lines?????!!!!!

Yer kidding me!!!!!

Code:


'Lightmapping by RelSoft 2003
'Http://RelSoft.ath.cx
'Sorry about this not being able to compile ;*(
'BC sez: "expression too complex" Guess Qb has its limits after all!!!

1 IF I& = 0 THEN SCREEN 13 ELSE IF I& < 256 THEN PALETTE I&, 65536 * (I& \ 4) + 256 * (I& \ 4) + (I& \ 4)
2 I& = (I& + 1) AND &H7FFFFFFF
3 Var$ = "" + CHR$(100 + COS((I& MOD 360) * 3.141593 / 180) * 100) + CHR$(60 + SIN((I& MOD 360) * 3.141593 / 180) * 60)
4 FOR yy% = 0 TO 99
5 FOR xx% = 0 TO 99
6 H2% = ((xx% - 50) * (xx% - 50) + (yy% - 50) * (yy% - 50))
7 IF (H2% < 2500) AND (I& > 255) THEN PSET (100 + (ASC(MID$(Var$, 1, 1)) - 100) + xx%, 60 + (ASC(MID$(Var$, 2, 1)) - 60) + yy%), (((255 - (SQR(H2%) * (SQR(SQR(H2%))))) + ((((ASC(MID$(Var$, 1, 1)) - 100) + xx%) OR ((ASC(MID$(Var$, 2, 1)) - 60) + yy%) _
) AND 127)) \ 2) * -((((255 - (SQR(H2%) * (SQR(SQR(H2%))))) + ((((ASC(MID$(Var$, 1, 1)) - 100) + xx%) OR ((ASC(MID$(Var$, 2, 1)) - 60) + yy%)) AND 127)) \ 2) > 0) ELSE IF (I& > 255) THEN PSET (100 + (ASC(MID$(Var$, 1, 1)) - 100) + xx%, 60 + (ASC( _
MID$(Var$, 2, 1)) - 60) + yy%), 0
8 NEXT xx%, yy%
9 IF INKEY$ = "" THEN 1



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BinarySHOCK
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Joined: 03 Feb 2003
Posts: 14

PostPosted: 06 Feb 2003 05:09    Post subject: Reply with quote

Finally some lightmapping!!!!
3d pong with a spheremapped ball in 9 lines?? your crazy! icon_wink.gif
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toonski84
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Joined: 31 May 2002
Posts: 977
Location: Melbourne, Florida

PostPosted: 06 Feb 2003 09:31    Post subject: Reply with quote

good lord rel, you're making us all feel bad about our programming abilities icon_biggrin.gif

anyhow here's a cheesy little blur demo i made last night:

Code:
1 SCREEN 13
2 IF i& = 0 THEN SCREEN 13 ELSE OUT &H3C8, 0
3 IF i& = 0 THEN DEF SEG = &HA000 ELSE LINE (RND * 280 + 20, RND * 159 + 20)-(RND * 280 + 20, RND * 159 + 20), 255', B
4 FOR i& = 6400 TO 57600
5 IF i& < 7168 THEN OUT &H3C9, (i& - 6400) \ 12
6 POKE i&, (PEEK(i& - 1) + PEEK(i& + 1)) / 2
7 NEXT i&
8 LINE (RND * 280 + 20, RND * 159 + 20)-(RND * 280 + 20, RND * 159 + 20), 0', B
9 IF INKEY$ = "" THEN GOTO 3

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BinarySHOCK
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PostPosted: 06 Feb 2003 11:43    Post subject: Reply with quote

i uploaded a better version of the 9 line pong, removed about 90% of the flicker, so ya go grab a new copy icon_wink.gif
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relsoft
Sanzo


Joined: 05 Nov 2001
Posts: 764
Location: Philippines

PostPosted: 07 Feb 2003 06:07    Post subject: Reply with quote Edit/Delete this post

Whoooooooaaaaa!!!!!!!

WU LINES!!!!!!!



Don't worry, I'm averaging about 30 mins for the effect and about 3 hours fitting it in nine lines!!!!!

BTW the Lightmapping took me 4 hours last saturday. :*)

Great job guys!!!!!

Toonkski: is there any possibitity for your kewl text fire to be converted to :

Screen 0:width 80,50 ?

it would kick ass!!!!
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toonski84
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Joined: 31 May 2002
Posts: 977
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PostPosted: 07 Feb 2003 21:41    Post subject: Reply with quote

not if i can beat you to it icon_smile.gif

obviously ye has never tried to compress a wu line icon_biggrin.gif
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Antoni Gual
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Joined: 08 Dec 2002
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Location: Barcelona, Spain

PostPosted: 07 Feb 2003 22:25    Post subject: Reply with quote

Here are some effects:

This one would be fine with some speed. Link it with ffix..
Code:

'sinus wave by Antoni Gual
1 SCREEN 13
2 FOR i% = 0 TO 100
3 FOR j% = 0 TO 100
4 PSET (i% + 120, j% + 50), ((i% / 8 + (COS(i% / 19.6) * tt * SIN(j% / 19.6))) AND 15) XOR ((j% / 8 + (SIN(i% / 19.6) * tt * COS(j% / 19.6))) AND 15) + 16
5 NEXT j%, i%
6 t = t + 1
7 tt = COS(t)
8 IF LEN(INKEY$) = 0 THEN GOTO 1



A cheap hack..
Code:

'mind-blowing square plasma by Antoni Gual
1 SCREEN 13
3 FOR Ix% = 0 TO 319
4      FOR Iy% = 0 TO 199
5      PSET (Ix%, Iy%), (Ix% - L%) AND (Iy% + L%) AND (Ix% + L%) AND (Iy% - L%)
6      NEXT Iy%, Ix%
7      L% = (L% + 1) AND 255
9 IF LEN(INKEY$) = 0 THEN 3



And pure maths one..

Code:

'Lissajous by Antoni Gual
1 IF k# = 0 THEN SCREEN 12 ELSE CLS
2 IF k# = 0 THEN RANDOMIZE TIMER ELSE n% = (RND * 14)
3 k# = INT(RND * 20 + 1) / INT(RND * 20 + 2)
4 k1# = 1 / k#
6 FOR j# = 0 TO 500 STEP .005
7 PSET (320 + 300 * SIN(k# * j#), 240 + 200 * SIN(j# * k1#)), n% + 1
8 NEXT
9 IF LEN(INKEY$) = 0 THEN GOTO 1
[/code]
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toonski84
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PostPosted: 08 Feb 2003 04:17    Post subject: Reply with quote

eh, i gave up on the wu line and went for the world's slowest 7-line anti-aliased circle drawer:

Code:
1 SCREEN 13
2 RANDOMIZE TIMER
3 c& = RND * 2048000
4 FOR x& = 0 TO 63999
5 IF ABS(SQR((x& MOD 320 - ((c& MOD 64000) MOD 320)) ^ 2 + (x& \ 320 - (c& MOD 64000) \ 320) ^ 2) - (c& \ 64000)) <= 1 THEN PSET (x& MOD 320, x& \ 320), (1 - ABS(SQR((x& MOD 320 - ((c& MOD 64000) MOD 320)) ^ 2 + (x& \ 320 - (c& MOD 64000) \ 320) ^ 2 _
) - (c& \ 64000))) * 14 + 16
6 NEXT x&
7 IF INKEY$ = "" THEN GOTO 1

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relsoft
Sanzo


Joined: 05 Nov 2001
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PostPosted: 08 Feb 2003 06:49    Post subject: Reply with quote Edit/Delete this post

kewl!!!!

Okay, for the names...

Antoni1.bas
Antoni16.bas

Joe1.bas
Joe6.bas


inside the file:

Dev:

Author: Antoni Gual
Site: Blah.cjb.net
Description: The most amazing floormapper I've seen!!!!

Hows that?

bounce_smile.gif
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Antoni Gual
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Joined: 08 Dec 2002
Posts: 90
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PostPosted: 08 Feb 2003 11:29    Post subject: Reply with quote

Rel:What's so amazing about my floormaper?
It's just a floormaper without any optimization.I only got rid of all artifices people uses to make it fast.
Your lightmapper or your lens are really serious effects..
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toonski84
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PostPosted: 08 Feb 2003 16:44    Post subject: Reply with quote

i think as the overall demo bin gets thinner, maybe we should make a way to judge all these demos.

my favs:
sphere and light mapper
floormapper
manderbolt (me no spell good)
starfield
glenn's super-duper demo!
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