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Thread: Code: Gui module or include file

  1. #31

    Re: Code: Gui module or include file

    When they are finished and Petr would like it, I would be happy if he builds them into it. That would mean more speed anyway.

  2. #32
    Super Moderator Petr Schreiber's Avatar
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    Re: Code: Gui module or include file

    Hi,

    if Mike would allow it, I would be very happy.
    It is very easy to use, looks good. We will see which possible problems we will encounter with using it in our project ( if any problems ) and then would add it to TBGL arsenal, giving the credit to Mike of course. Recoding it to PB is detail once we have syntax for commands done and approved.


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  3. #33
    thinBasic MVPs kryton9's Avatar
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    Re: Code: Gui module or include file

    I got it to work finally after getting the thincore.dll from the linked post.

    That looks really nice and worth a future into tbgl
    Acer Notebook: Win 10 Home 64 Bit, Core i7-4702MQ @ 2.2Ghz, 12 GB RAM, nVidia GTX 760M and Intel HD 4600
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  4. #34

    Re: Code: Gui module or include file

    Right now I'm working on a bitmap font implementation. For something like a textbox I need to know how wide a word is and if I have to wrap a sentense into the next line so I have to calculation this before display. I think I should be done or at least close to it by the end of the month.

  5. #35

    Re: Code: Gui module or include file

    Hi folks,

    I decided to stop working on this for the game as I read that Jason/Kent have different ideas about using perspective and their method could be used for a 3D gui implementation. At least that was what I understood.

    No need to waste time on something that is not compatible or not needed.

    Michael

  6. #36

    Re: Code: Gui module or include file

    The field-of-view thing was specific to the game... (45 degrees is not a race-game field of view. Gives tunnel-vision.)

    I only mentioned it in the sky-box, due to the unity of player-view, and the skybox... But... now you have me thinking.

    This (your code), could be used to setup 3D objects as a full 3D interface. (Without having to code all the boxes and lines and mappings.)

    Even as-is... could be used to create the "BMP" imposed onto a 3D in-game GUI. AKA, the %sINFO, and use elements from the game as part of the display... the %sCRAFT and %sACC and %sTRACK...

    Those rendered BMP's would be imposed on elements you create as a "VIEW-SCENE"... passing the %sTRACK rendered BMP to you... and this displays it on one of the flat surfaces. (Not sure if I am explaining that right.)

    Though... the comments about a full 3D display sounds cool too. Boxes for buttons, 3D shadow-box hologram wire renderings of the 3D scenes %sCRAFT, %sTRACK... etc... Ok.. I'll stop... Looking at code again.

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