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The second AVS tournament

527 posts

Pixelcraft#
I would be a much happier person if there was an official AVS coding book available in bookstores. :sigh:....🙁
Deamon#
yeh, that would be so awesome. With all the stuff like 3D scoping and raystracing etc. in it. I now got the clue of 3D scopes, though I can't do shit with DM's, and don't even know what Raytracing is, where everybody talks about 🙁.
anubis2003#
Look - there are no books about AVS coding, but there are books about raytracing, 3D stuff, and a lot of other useful physics and math books. You just have to look around. One good book is "Tricks of the Windows Game Programming Gurus" by Andre LaMothe. He is coming out with another one in the series(acutally - it may already be out...) which will go into a lot of 3D topics - supposedly. This will probably include raytracing and raycasting as well as other cool techniques such as shading, light, and shadows. Not to mention collisions and other physics stuff. His first book really helped me out a lot - it has some cool stuff with rotation and such that can really help and he presents in a very understandable manner.

You just have to know where to look - there are plenty of other books out there - this was just an example.
Pixelcraft#
Hey cool I didn't know that stuff actually existed! Heh...thanx anubis 😁

Ok I got mine here - I like it 🙂 I had to borrow a DM from skupers, except I changed it a little.
[Ishan]#
Tricks of the Windows Game Programming Gurus" by Andre LaMothe
have to check that out.
wonder if it will be available in india.....
UIUC85#
Here are some good sites

http://www.gamedev.net/reference/
Go into the graphics section and try going into the general section. Intro to 3D Graphics Programming series is really good for learning stuff about scanline graphics.
http://www.gamedev.net/reference/art...article795.asp
Those can teach you a bit about rotation too.

This is a pretty damn good site about raytracing.
http://fuzzyphoton.**********/
The reference always helps me out

This one might help you out a bit too

It works in C++ but you can follow the algebra stuff if you dont know C++

Here's a really good site that explains a lot of stuff pretty well.

Perspective, matrix math, little bit about raytracing polygons and crap.

This is a nice site about vectors if you need a refresher for learning how to work with lighting.

You need to know how to manipulate vectors for lighting.

This is a pretty cool site just to see surfaces for raytracing and what not.



Uhh yeah that should give you guys enough to chew on for a while. GameDev is REALLY good for learning stuff.
Deamon#
Can you post some links to pages that I can easily use for my avs math knowledge? I have a knowledge level of approximately zero. I found the second link very useful though. And I know a tiny bit about 3D/2D conversion. Raytracing is still to hard for me. Some low-level math, that can be easily implemented in AVS would be great. Thanks in advance.

<edit>
Perhaps something that I can use in the DM. The only thing I can do (and understand) is making a random rotation, or a movement to left and right (and up and down). So that's about nothing as well.
</edit>
UIUC85#
Well lets see...

Uhh you'll wanna know lots of trig if you want to do some real nice DMs and SSCs.


so with you can do TONS of things with just that basic knowledge from that site. You just have to think of weird ways to implement it all. So say you wanted to make the screen to wave up and down or something. Sine and cosine act in waves! So lets think it through. If we want it to wave up and down then the X axis is left alone so...

x=x;

Now we want the Y values to move up and down from their original position in terms of the X axis value. So we take the original value of y and add the sine of the x value...

x=x;
y=y+sin(x);

It's a wave. Now say we want it to actually move in a wave. Well that means we have to some how change the value inside the sine function. So lets create a new variable 't'. We'll define t in the frame section. Try out t=t+.01; Now we need to add that into the value inside the sine function so we get...

t=t+.01
--------------
x=x;
y=y+sin(x+t);

Yeah good ole' trig. Most cool movements will some how come back to trig so I'd suggest starting there. Once you've played around with that a lot you really showed start learning about vectors. They are incredibly useful. Read up on dot products and cross products and what they do. Then you can get into to some really cool stuff.

Free math lessons and math homework help from basic math to algebra, geometry and beyond. Students, teachers, parents, and everyone can find solutions to their math problems instantly.

The Physics Classroom serves students, teachers and classrooms by providing classroom-ready resources that utilize an easy-to-understand language that makes learning interactive and multi-dimensional. Written by teachers for teachers and students, The Physics Classroom provides a wealth of resources that meets the varied needs of both students and teachers.

Those two have some useful information on them too. What else are you looking for?
Deamon#
Wow thanks, I'll chew on that for quite some time now 🙂. Thanks for it, it has been a great help for me. Could you btw please reply to my radians and degrees question in the troubleshooting forum? Would help me a lot further again 😉
UIUC85#
Yep. Go check it out.


BTW how come you dont you just render text instead of all those superscopes?
Deamon#
ehm... good question 😉.

Ok, I worked on that url you gave me, and I fully understand that part now. The example helped a lot as well. I now have the feeling like: wow, I know some math, great. ... Now what? I find it hard to visualise what I want in my head, and sometimes when I come up with something, it always looks to hard for me to solve. So, now I understand this, what's next to study? And to aply on AVS?

I really appreciate your great effort in helping me along. I hope I'm not annoying you. Thanks.
UIUC85#
If I was annoyed I wouldn't be helping you.

Umm let's see... Do you fully understand everything from that trig site?
http://www.gamedev.net/reference/art...article796.asp
http://www.gamedev.net/reference/art...article797.asp

Those are worth reading through a few times till you fully understand them.
UIUC85#
oh yeah you should learn about polar coordinates.

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That second one should give you some really cool ideas you could do!
Try reading up on cylindrical coordinates.



You could also check out spherical coordinates.


Pixelcraft#
I don't mean to sound rude, but:

1. Maybe you guys could make a different thread to post all of this in, this one is for the AVS tournament and it's getting a little too much off the topic imo....

2. Where is everyone? We've only got like 2 or 3 presets! Probably due to school and stuff......
Deamon#
1. I agree that this is irrelevant, I'll post my next questions in a new topic. Sorry for the inconvience.

2. I dunno what's wrong. I uploaded my preset in, say 2 days or so. I hope people will come up with some presets tommorow, since the deadline is then :S.
Raz#
I can't seem to come up with anything myself, i'll try and hash at least something together for tomorrow though.
Deamon#
Deadline is today, I suggest we delay it three days so people can still do some stuff. Good to see you got your name back Raz 🙂
Doggy Dog#
OK, I would appriciate if a mod cut and pasted all posts from UIUC85's "Here are some good sites" post to his "oh yeah you should learn about polar coordinates" post in a new thread (including those 2 posts of course 🙂 ). IMO, the name of the thread should be the subject of the first post ("Here are some good sites"). A sticky would be nice too.