Code archives/3D Graphics - Misc/miniB3D cubes
This code has been declared by its author to be Public Domain code.
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not much to say. this was pretty cool (to me) when I first started playing around with Blitz3D. this was first posted in September of 2001. | |||||
Import sidesign.minib3d AppTitle = "miniB3D cubes" Graphics3D 800,600 cam = CreateCamera() MoveEntity cam ,32,32,-600 ' Move the camera back (-z) "units" light = CreateLight () MoveEntity light, -5, 5, -5 ' A 'Box' type, which simply creates a list called Box, ' And has an entity handle For each 'Box' in the list... Type Box Global List:TList = CreateList() Method New() ListAddLast(List , Self) End Method Field entity:Tentity Field spinspeed#,movespeed#,entitysize# End Type ' Create a cube, Then hide it -- we'll use CopyEntity to create our list of cubes ' from this, which means we're only using the memory needed for *one* cube... model:Tentity = CreateCube() HideEntity model ' Create 16X16 copies in our 'Box' list... the 'b.Box = New Box' line simply ' creates a New entry in the 'Box' list, and b.Box is just a pointer to the ' current entry, which is obviously changing as you add more cubes To the Box ' list. We Then just place it in rows on screen... For horiz = 1 To 16 For vert = 1 To 16 b:Box = New Box b.entity = CreateCube() b.spinspeed# = Rnd(-5,5) b.entitysize# = Rnd(.1,1) PositionEntity b.entity, horiz*4, vert*4, zpos# EntityColor b.entity,Rnd (0,255), Rnd (0, 255), Rnd (0,255) 'zpos#=zpos#+.1 Next Next Repeat ' Process the Box list, turning the copied cube entity ' stored in each entry of the list... camspeed#=.001 For b:Box = EachIn Box.List TurnEntity b.entity, b.spinspeed#,0, b.spinspeed# MoveEntity b.entity,0,0,b.movespeed# If EntityZ#( cam )<-40 MoveEntity cam,0,0,camspeed# camspeed#=camspeed+.0001 'TurnEntity cam , 0,.001,Sin(radius#) radius# = radius# + .001 If radius# = 360 Then radius# =1 ScaleEntity b.entity ,Sin(radius#),Sin(radius#),Sin(radius#) Next UpdateWorld RenderWorld Flip Until KeyHit (KEY_ESCAPE) End |
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