pybzflag screenshots
Hmmdeedoo...
I've been experimenting with a new look for BZFlag. This is a new rendering engine that's part of PyBZFlag- it supports a few of the newer OpenGL features that BZFlag doesn't, and it tries to 'intelligently' texture worlds.
Also has animated teleporters, and I'm working on a flag based on a physical model of cloth
For now at least this is just an experiment. However, PyBZFlag already has a sizable chunk of network code, so it will hopefully become playable in the future.
Lots of traffic at the top of Decks
Every game needs crates
Water!
You have to wonder what keeps tanks from jumping over the wall...
Decorations
There are more screenshots at http://navi.picogui.org/images/bzflag. I'm also working on setting up a new official bzflag screenshot gallery that will have sections for 1.7, 1.8, 1.9, and pybzflag.
Also has animated teleporters, and I'm working on a flag based on a physical model of cloth
For now at least this is just an experiment. However, PyBZFlag already has a sizable chunk of network code, so it will hopefully become playable in the future.
Lots of traffic at the top of Decks
Every game needs crates
Water!
You have to wonder what keeps tanks from jumping over the wall...
Decorations
There are more screenshots at http://navi.picogui.org/images/bzflag. I'm also working on setting up a new official bzflag screenshot gallery that will have sections for 1.7, 1.8, 1.9, and pybzflag.
2+2=5, for very large values of 2
perhaps a better thing would be to make a topic about what is pybzflag instead of puting it all here in the IMAGES topic.
*edit * I did.
What is pybzflag
*edit * I did.
What is pybzflag
JeffM
So, I got a simple video recorder working, and captured a little clip of the flag we have so far. This is written in 100% Python, simulating and rendering at around 200 frames per second on my Athlon.
It's a spring mass simulation, so far with forces from the springs, gravity, wind, and the flag pole.
You'll need something Divx-compatible to play this:
http://navi.picogui.org/images/bzflag/flag.avi
There are still a few things it's missing
- A better way to generate surface normals, so the flag isn't so bumpy-looking when it creases
- Possibly some collision detection, so the flag won't self-intersect or intersect the flag pole
- Texture mapping
- Better random wind generation, with Perlin noise instead of a normal variate
It's a spring mass simulation, so far with forces from the springs, gravity, wind, and the flag pole.
You'll need something Divx-compatible to play this:
http://navi.picogui.org/images/bzflag/flag.avi
There are still a few things it's missing
- A better way to generate surface normals, so the flag isn't so bumpy-looking when it creases
- Possibly some collision detection, so the flag won't self-intersect or intersect the flag pole
- Texture mapping
- Better random wind generation, with Perlin noise instead of a normal variate
2+2=5, for very large values of 2
I fixed the bug in the video recorder and captured a few more videos, now showing off the shiny pyramids and animated teleporters. It even has water
All the videos are now at:
http://navi.picogui.org/images/bzflag/animations/
All the videos are now at:
http://navi.picogui.org/images/bzflag/animations/
2+2=5, for very large values of 2
New batch of screenshots, all of the worldviewer on HiX 2.0
This shows off the new animated team bases, reflective pyramids, and more.
They're all at the top of http://navi.picogui.org/images/bzflag/
Additionally, captain_proton made a video showing the animated team bases in action:
http://jupiter.babylonia.flatirons.org/hix.avi
This shows off the new animated team bases, reflective pyramids, and more.
They're all at the top of http://navi.picogui.org/images/bzflag/
Additionally, captain_proton made a video showing the animated team bases in action:
http://jupiter.babylonia.flatirons.org/hix.avi
2+2=5, for very large values of 2
Here's a shot of the new texture for superflags. Usually the flag is waving around a good bit more, but I had to fidget with the wind and gravity to make it hold still enough to get a good screenshot
http://navi.picogui.org/images/bzflag/superflag.jpeg
http://navi.picogui.org/images/bzflag/superflag.jpeg
2+2=5, for very large values of 2
Happier how?
I think they already look pretty spiffy. The teleporter border is using a new texture Patlabor drew, and the teleportation field is an animated caustics texture.
The center teleporter on decks is brighter than usual and split across the middle, but that's because it's actually two teleporters.
I think they already look pretty spiffy. The teleporter border is using a new texture Patlabor drew, and the teleportation field is an animated caustics texture.
The center teleporter on decks is brighter than usual and split across the middle, but that's because it's actually two teleporters.
2+2=5, for very large values of 2
Currently those decals are just added randomly... would be neat to experiment with objects in the map file that let you add decals, giving a URL to download the texture from. bzflag proper would just ignore objects it doesn't understand at the end of the world data.
Of course, it would only really make sense if pybzflag clients and servers are written and become common.
Of course, it would only really make sense if pybzflag clients and servers are written and become common.
2+2=5, for very large values of 2
Some screenshots of the sky-in-progress:
http://navi.picogui.org/images/bzflag/twilight.jpeg
http://navi.picogui.org/images/bzflag/morning.jpeg
http://navi.picogui.org/images/bzflag/daytime.jpeg
http://navi.picogui.org/images/bzflag/twilight.jpeg
http://navi.picogui.org/images/bzflag/morning.jpeg
http://navi.picogui.org/images/bzflag/daytime.jpeg
2+2=5, for very large values of 2