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Thread: Battlez0wned: 3D tank combat on networked HYDRAs (sneak peek)

  1. #1

    Default Battlez0wned: 3D tank combat on networked HYDRAs (sneak peek)

    I hope to have this running at NWCGE in Portland (Oregon) this weekend, so if you're in the neighborhood, drop by. Otherwise you'll have to settle for this blurry video and pic:

    www.youtube.com/watch?v=e708sfBKfoU

    Sorry about the low picture quality. I hope you can make out what's going on.



    Michael


    EDIT: Changed video link to YouTube.

    Post Edited (mpark) : 4/4/2010 5:19:15 PM GMT
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    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  2. #2

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    oh my god... THAT IS SO AWESOME!!!!!!! :) :) :) :) :)
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  3. #3

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    Yeah, what he said lol
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  4. #4

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    Looks fantastic! Have you networked 2 Hydras, or are you somehow running both TVs off the same one?

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    Prop Room Robotics - my web store for Roomba spare parts in the UK
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  5. #5

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    Ditto, that is pretty cool.

    Vecter deathmatch.
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  6. #6

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    Very impressive...

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    Living on the planet Earth might be expensive but it includes a free trip around the sun every year...

    Experience level:
    [ ] Let's connect the motor to pin 1, it's a 6V motor so it should be fine.
    [ ] OK, I got my resistors hooked up with the LEDs.
    [X] I got the Motor hooked up with the H-bridge and the 555 is supplying the PWM.
    [ ] Now, if I can only program the BOE-BOT to interface with he Flux Capacitor.
    [ ] I dream in SX28 assembler...

    /Bamse
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  7. #7

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    Thanks, guys! I just wish I had enough memory left for sound.

    CardboardGuru, it's two HYDRAs connected with HYDRA-NET (phone cord).
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  8. #8

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    Are you using 4 color bitmap or 2 color bitmap?
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  9. #9

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    Excellent!!

    Well now I'm just gonna have to show up at the show.

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    Propeller Wiki: Share the coolness!
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  10. #10

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    JT -- it's 4-color. I don't think I want to give up my 3 shades of glowing green for sound, if that's where you're headed. I'd rather explore writing a teeny-tiny sound driver.

    Potatohead -- Please do!





    m
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  11. #11

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    Wow!

    Well done mpark, I can't wait to see the finished article if this is WIP....

    Coley
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  12. #12

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    Is there going to be a one player version?
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  13. #13

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    I'm not particularly interested in single-player, mostly because I have no idea how to do the enemy AI. However, if someone would like to give it a shot we could maybe collaborate.
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  14. #14

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    sure :)
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  15. #15

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    Cool! But I must warn you there's hardly any room left for AI.

    What I'll do is clean things up a bit (and hopefully save some memory) and just post the source for two-player. I believe the value of this program is less as a game and more as a demonstration of the power of the Propeller. I wrote the whole thing in Spin; the only assembly language is in the drivers (standard Parallax TV and graphics drivers).

    The point being: This is something you can do with brain-dead algorithms in unoptimized Spin. Now imagine what you could do with some real coding--and do it!

    Heading off to Portland now. Hope I can get online at some point.
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  16. #16

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    Ok, sounds like a plan, :)
    yes, the propeller is an amazing chip, we can't thank Chip enough for this great gift to us all :)
    Hope you have fun at Portland.

    Baggers.
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  17. #17

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    I live in central Iowa, so Portland OR is a little out of my way.
    But I would imagine there would be enough memory for a single player version if someone made a seperate app and pulled all the networking code.
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  18. #18

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    Pulling the network code was going to be my first port of call if the memory ran out doing AI.
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  19. #19

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    This is totally sweet, glad someone used my network port. Using a phone cable and reflection cancellation and hours of Oscope work to get it to work doesn't help if no one uses it :) So I am glad this first game is such an amazing demo.

    Andre'
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

  20. #20

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    How many cogs does it take so far when running? :)
    I got an idea!
    Last edited by ForumTools; 10-01-2010 at 05:06 PM. Reason: Forum Migration

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