Fractals.

New releases and general discussions.

Post » Sun Jan 18, 2009 7:03 pm

Yes, fractals. The possibilities are practically endless!

A six-pack of unconditional love goes to the one who develops a plugin or some mean of embedding fractal support within Construct.

Yes.

Here are the potential uses:

- images - for background, etc, whatever
- dynamically generated maps
- dynamically generated sprites (big bad bosses at end of the level in a retro shooter)
- movement pattern
- dynamic masks (for textures or special effects)
- visualization

And more.

Edit: Er, okay, guess I confused procedural generation and fractals. Still, the idea stands.
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Post » Sun Jan 18, 2009 7:28 pm

I predict that Ash is going to comment on how DirectX has no good way of doing vector graphics.
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Post » Sun Jan 18, 2009 8:50 pm

DirectX has no good way of animating fractals, unless you came up with a really cool shader, which is just a shader, not a plugin.
Scirra Founder
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Post » Sun Jan 18, 2009 9:13 pm

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Post » Sun Jan 18, 2009 9:22 pm

Yum yummy, I love Alien Artichokes.
Moderator
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Post » Sun Jan 18, 2009 10:37 pm

Nope, that'd be Romanesco broccoli ;)
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Post » Mon Jan 19, 2009 10:17 pm

although you already said that you're really looking for procedural generation (which you could do with events), here's a link to the vvvv shader page which contains a fractal shader (ClassicFractals.fx).
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Post » Mon Jan 19, 2009 11:01 pm

i have a question, if we were to put one of these FX files into the construct directory, would it work?
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Post » Tue Jan 20, 2009 12:14 am

not out of the box. but thanks to directx, construct also uses .fx files written in HLSL, so the changes are marginal. most of them are due to the different ways the both programs interface with the shader.

very short semi-informed manual: when looking at the Additive.fx in construct's effect folder, you can see that the most important (and in this case only) thing is to define a technique called ConstructEffect, which construct calls. when looking into any 'foreign' .fx, you will also find these definition (mostly at the bottom). these techniques tell which functions should be used for vertex- and pixelshading. if you just boldly go and rename them to ConstructEffect, construct can uses the shader. make sure to have VertexShader refer to null, though (else it didn't work for my first try).

i'm just trying this out, so take it with a grain of salt, but i guess by looking at the other .fx in the construct folder, it should become obvious in which way one has to define variables for them to appear in construct.
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Post » Tue Jan 20, 2009 1:56 am

well can you post an example fx for me, cause i have think you know what youre doing :P

ohh and this is a cap i made, its not really a infinite fractal, but it is a fractaly thing

its cool try it out

http://willhostforfood.com/files3/45332 ... PRIRAL.cap
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