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Rollercoaster :)

47 posts

Illusion#
...but even that doesn't make you an evil overlord
Nah, Rova's the only evil overlord round here... these Poms, always trying to take over the world 😉

To return to the topic.. very nice stuff UnConeD, well done....
ryan#
I don't know about the others, but my nickname goes back a few years. Besides, what kind of an idiot are you to name yourself idiot?
I wasnt making a joke about your name just joking that there are three people on the boards now with Un.. UnConeD uNDefineD and Unchained...
😁 btw the only kind of idiot that would name themself idiot is me 😁
NoSage#
Nice job, roller coaster v2 looks really good. I did something like this a while ago taking a completely different (and much weaker) method to render a track. Every frame the scope created two points in a limited random spot on the screen then a line was drawn from the last set of points to the new set, creating two parallel lines that go everywhere in a faked 3-D look. The problem is that the "track" was random thus never cycling and it moved at 4 fps while rc v2 moves at 28 fps.
UnConeD#
I DID IT!

I won't explain, just watch 🙂. (still a few graphical glitches to take care of though)

Oh and I added random onbeat switching between normal, mirror, reverse, mirror reverse and... upside down! 🙂
ryan#
WOW! That is cool.. I really like the colers and the loop =).. Nice work... Now... If I had a faster CPU I might get 20fps.. but 15 isnt bad =)..
YaPoNDeeZzZzz..#
dman thats hella tight

thats alot of math too....how high are u in math(like classes example : cal) UnConeD ?
maybe in 10 years i might be on the same level ......

😁
UnConeD#
For better speed, try moving them out of the effect list... you lose the motion blur though. Or alternatively, set 'n' to a lower value in the superscope itself. Note that it's not completely 'n'-independent... if you pick 'n' too low, the track will be messed up. The curve smoothing is also affected by 'n'.

By the way some neat tricks:

Find the line that says "by=...":
- change the first minus sign into a plus... now the track banks in the wrong direction, making it look like some sick, twisted rollercoaster 🙂
- there's a large number here (5000?)... increase for more banking (too much messes up the loop though)

Anyway getting the loop to work was a maaaajor pain in the ass 😛. It might seem logical, but it's totally not. The only reason it works is because the loop is aligned on a major axis (x) and is pretty tight.
Jaheckelsafar#
Wow, nice loops. The upside down one on threw me for a loop the firt time. (oh, god. I didn't mean the pun. I swear) I dunno about the switching directions though. First time it happened, I thought it was a glitch. I didn't know it had switched, I just thought it was redoing a part of the track because it jumped over the loop when it switched directions.

Still, very cool.
Guest#
😁 very cool!
need more colors?!
here it is lol!
UnConeD#
3dine: the color code is important to hide the invisible lines... your preset doesn't have that. And I still prefer the original 😛
UnConeD#
The track variations really reduce the boring-factor IMO. Maybe I shouldn't make it onbeat, but rather let it switch every time it completes one/two/n round(s). Because of the way the camera rotation is calculated it also looks incorrect on the actual on-beat frame. Maybe I could add a very short fade out to prevent this.
dirkdeftly#
I dunno if this is possible, but you could add a twisting feature to the end of the track sort of like a mobius strip. Or just have the camera rotate around the track when you switch sides. For switching directions, you could simply turn the camera...it'd be great if you could slow it down temporarily, but you say it'd be uglified 🙁 Possibly just move the camera back a bit after you turn it, not depending on the track, then push it forward afterward?
Also, how about a direction reverse without turning around?
UnConeD#
A mobius-strip arrangement would be weird: when the camera is upside down, the track needs to bank in the opposite direction. And having the camera freeze and rotate would require the code to be a lot more complex. Remember that the camera angles are calculated in a very weird way (only way to make it go fast) and that I'm close to running out variables.
On top of that, actually making the track twist 180° or 360° isn't possible. To do this, I would need to implement code to rotate the 2 rails around the 'spine' at an arbitrary angle. This would mean a *lot* more multiplications and sines/cosines per point. I avoided this by pushing the rails up and down, and then normalising the offset. This allows it to rotate between -90° and 90°, but not over.
Krash#
Can anyone explain why I can see rollercoaster v2 perfectly well, but Neon Coaster doesn't work at all?

- Krash
uNDefineD#
UC: I flipped the minus sign to a plus and increased the 6000 in the by= to ~50k-100k and I noticed that the track twists often, like (wait for it) a mobius strip. Oh yeah, the rollercoaster became pretty funky. 🙂
UnConeD#
Yeah sure you can make it twist a lot, but I think Atero meant to include the one-sided property of a mobius strip: after one round, the track flips around and you travel on the other side... at the end it flips back again.