Results 1 to 10 of 15

Thread: Boids - group AI implemented in ThinBASIC

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #11
    Senior Member Lionheart008's Avatar
    Join Date
    Sep 2008
    Location
    Germany, Bad Sooden-Allendorf
    Age
    52
    Posts
    944
    Rep Power
    111
    hi petr,
    the actor_* and animator_* files are just include files, which are not supposed to be launched separately. The Boids_DemoApp.tBasic is the main application which uses them.
    .. it's for me still unusual to use tbasic files as include files, so I was confused for a moment, but I understand your project tree (*grinning*). I will try to use it for one of my next tbgl example.

    here is another question:

    a) it's possible to texture irregular (not plane) formed object (tbgl_vertex, tbgl_ngon), I mean no cube or triangles, with mapped texture: perhaps for another example a nurbs surface ?
    b) how would you texture such a fish? ( in general)
    c) what about speed behaviour if you are using three, four different texture for rendering ? do you have any experiences with rendering speed in such cases? that's a problem I am running in my mind at the moment, because I've got quite different framerates with textured background in one of my powerbasic openGL examples.. so I can imagine that's same problem for tbgl behaviour (or you have already missed this lack! )

    best regards, thanks, frank
    Last edited by Lionheart008; 10-12-2010 at 12:21.
    you can't always get what you want, but if you try sometimes you might find, you get what you need

Similar Threads

  1. Article: Boids - group AI implemented in ThinBASIC
    By Petr Schreiber in forum vBCms Comments
    Replies: 0
    Last Post: 09-01-2011, 11:53

Members who have read this thread: 0

There are no members to list at the moment.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •