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  Vectorball choreography?  (Read 486 times)
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Offline Varkas

JGO Knight


Medals: 14
Projects: 5


iDream


« Posted 2013-02-05 23:04:01 »

I've got my vectorball display framework done now, and face the question, how to choreograph the ball groups. The little demo below is all hard coded, and shows a swinging cylinder of vector balls.

I assume there is a better way to write down the ball movements, spins and paths than actually program, and let the program interpret the plan. Any ideas?



Life Demo (30k):

http://www.java-gaming.org/user-generated-content/members/132627/vectorballs-r1.jar

if (error) throw new Brick();
Offline ClickerMonkey

Senior Member


Medals: 11


Game Engineer


« Reply #1 - Posted 2013-02-06 00:57:01 »

And what is a vectorball display exactly?

Offline sproingie
« Reply #2 - Posted 2013-02-06 01:56:26 »

Voxels is my guess.
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Offline ClickerMonkey

Senior Member


Medals: 11


Game Engineer


« Reply #3 - Posted 2013-02-06 02:04:02 »

Nothing makes sense anymore.

Offline Varkas

JGO Knight


Medals: 14
Projects: 5


iDream


« Reply #4 - Posted 2013-02-06 11:08:20 »

I thought the term is more commonly known, but it seems it isn't. Vectorballs were a funny thing to make graphics demos. They are mentioned in several old demos and you can also google the term and will find results from the demo scene.

A little mention:

http://en.wikipedia.org/wiki/Unreal_%28demo%29

Also:
http://www.youtube.com/watch?v=VkaVDczP8c4

And:
http://www.youtube.com/watch?v=Wv-zCyB0hiI

Basically vectorballs are glorified particles. They have been used because they are very simple to compute and efficient to move. In the demos they were used to shape more complex objects out of points, and have funky looking transitions between the shapes.

I guess it's once again a technique of the past, and I missed the point when it was superseeded with something better.

if (error) throw new Brick();
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