Usually I like to post glamorous stuff, like 3D swirly things and experiments. Occasionally, however, I feel the need to release a little code in the interest of helping a few people out. This code is a review of sorts, since I already posted a similar utility back in June. However, since […]
The first thing that people do when they see FIVe3D is compare it to Papervision. In my opinion, this is a pretty useless exercise… except that now it’s not, thanks to some folks from Amsterdam…
Here’s a quick summary and comparison of the FIVe3D display classes. Hopefully this will help tide a few people over until Mathieu releases the real documentation (which will certainly be much more exhaustive than my little effort).
A few people have asked me to release the code to my FIVe3D Text Cloud example, so I’ve cleaned things up to the point where I wouldn’t be completely humiliated to release it into the wild. However, I thought I’d touch on a couple points and turn this post into something halfway between a tutorial and an exhibition.
If you just want the source code, you can download it at the bottom of the page. If you’d like the whole shebang, pray read on.
I’m pretty proud of this one…
I can’t seem to get enough of this FIVe3D thing. It’s even becoming natural to capitalize every letter except for that “e” when I write it. Not that I’m blinded to its faults, for there are a few here and there. But for quick 3D text rendering, I have yet to find its equal. Take today’s experiment, for example.
A) In poker, a card that is the only one of its rank.
B) In animal husbandry, the sole surviving offspring of a litter.
C) In astrology, a single planet alone in a hemisphere (or some crap like that).
D) In mathematics, a set with only one member.
E) In England, a small village about 7 miles north of Chichester in West Sussex.
What do all these things have in common?
I’ve noticed that there are a lot of small things that can save you time when designing and coding a game. Stuff that wouldn’t take long to code, but if someone’s already done it, why bother?
So in that glorious spirit of apathy, I present to you the Pixelwelders Earthquake class. This […]
She ain’t much to look at, but she sure do work. Honestly, I’m not exactly sure how she works. A recursive function, as they say, is a fierce and fickle mistress.