trippy 2d effects
I want to write a screensaver that has some really trippy 2d effects. I mean stuff like plasmas, warping stuff, etc. I saw an IOTD at flipcode a little ways back (http://www.flipcode.com/forums/iotd/08-18-2000.shtml) that mentioned something about "traditional 2d vector field transforms ". Any info on these? And on making trippy effects in general?
Also, I''d prefer to do this without OpenGL or DirectX, is this possible? If so, how do i go about drawing all this? (certainly not with get and setpixel calls, right?)
just play with your pixels.
Try everything.
Without DirectX (ect.) it will be very hard.
DX++ The DirectX Programming Site
Try everything.
Without DirectX (ect.) it will be very hard.
DX++ The DirectX Programming Site
Hey look up Demo coding. I believe there was a complete series on gamaustra on demo making. For many of those effects you use DirectDraw with your basic Primary and BackBuffer and you alter pixels using functions like sin and cos to get the plasma''s and stuff. Start field''s you can find many tutorials on, alpha blending, there''s a tutorial here on gamedev....
In fact I believe we have a section on Demo making!!
Check out the resource area under programming!
Good luck!
See ya,
Ben
P.S. If you search in a search engine for demo making, you''ll have to weed through the game demo''s but demo making is an extreme art with a very interesting history... research it!
In fact I believe we have a section on Demo making!!
Check out the resource area under programming!
Good luck!
See ya,
Ben
P.S. If you search in a search engine for demo making, you''ll have to weed through the game demo''s but demo making is an extreme art with a very interesting history... research it!
__________________________Mencken's Law:"For every human problem, there is a neat, simple solution; and it's always wrong."
"Computers in the future may weigh no more than 1.5 tons."- Popular Mechanics, forecasting the relentless march of science in 1949
"Computers in the future may weigh no more than 1.5 tons."- Popular Mechanics, forecasting the relentless march of science in 1949
I second that Look up demo coding!
Also check out www.cfxweb.net!
Download a bunch of demos...dream a night...and yes, play with yourself eh, the pixels
With some simple functions like sin(), cos() and sqrt() you can get good result pretty easy. But beware, don''t let the immense speed of the demos let you down. They are all probably highly optimized, no need to match this if you''re only interrested in result...
Also check out www.cfxweb.net!
Download a bunch of demos...dream a night...and yes, play with yourself eh, the pixels
With some simple functions like sin(), cos() and sqrt() you can get good result pretty easy. But beware, don''t let the immense speed of the demos let you down. They are all probably highly optimized, no need to match this if you''re only interrested in result...
August 23, 2000 04:19 PM
Well, I''ll be original and say "RTFM", because indeed, if you are looking for demo effects, you should look up demo routines.
And so that you don''t even have to do it yourself, you should try www.hornet.org and look up the links on this page as well as the content of the archive.
Oh, and yes, the TGLTLSBFSASP is an excellent page for explaining the theory behind vector fields. But since you know about it
youpla :-P
----
RTFM !
And so that you don''t even have to do it yourself, you should try www.hornet.org and look up the links on this page as well as the content of the archive.
Oh, and yes, the TGLTLSBFSASP is an excellent page for explaining the theory behind vector fields. But since you know about it
youpla :-P
----
RTFM !
as for general trippy effects...
I think FlipCode had a big demo-making column a while ago.
lntakitopi@aol.com - http://www.geocities.com/guanajam
I think FlipCode had a big demo-making column a while ago.
lntakitopi@aol.com - http://www.geocities.com/guanajam
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