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-
- STOS 3D (Part One)
-
- By Matthew Green
-
-
-
- Well, hopefully I will be showing you
- how to program in STOS 3D and create a
- game so that you can follow how it is
- done.
- Enough about what we will be doing and
- lets get on!!!!!
-
-
- Basics
- -------
- It is very easy to program in 3D - it
- is basically like using sprites, you
- have a limit of 20 objects (0-19),
- object 0 being the viewpoint.
- The only extra thing you need to think
- about are the Z coordinates, which you
- have in 3D.
- All the commands used in STOS 3D begin
- with 'TD', standing for 'Three Dee'.
-
- Here is a list of the basic commands:
-
- TD REDRAW logic: this is used with the
- screen swap in a loop. You move all of
- your objects first then use this
- command to redraw them all at the same
- time.
-
- TD CLS: this just clears the screen
- where the objects are.
-
- TD LOAD file$: this loads an object
- into the bank. You only do this once
- for each object.
-
- TD OBJECT n,name,x,y,z,A,B,C: this
- puts an object anywhere in the 3D area.
- n is the number from 1-19. name is the
- name of the loaded object that you want
- to place on the screen. x,y,z are the
- coordinates of where it starts and
- A,B,C are the angles at which it starts
- off.
-
- TD MOVE n,x,y,z: this move object n to
- x,y,z. Simple!
-
- TD ANGLE n,a,b,c: this rotates object
- n around to angles a,b,c. Hope you are
- getting this.
-
- They are the basic commands you need
- to know for now. I will show you more
- next time.
- I have included a simple loop program
- that I always start my games on. You
- should be able to figure out how to
- move an object from the listings. I
- have put REM's in to help you.
- There are also some examples I have
- done. They are not the best, but they
- show what is possible for a game.
-
- Before we go on there is a small point
- to remember:
-
- When you save objects from OM
- (Object Modeller), you need to save it
- in a directory called 'OBJECTS',
- otherwise they will not load in STOS.
-
-
- ANGLES
- ----------
- In STOS 3D, they do not use standard
- degrees - instead they use VRU (Voodoo
- Rotation Units). These go up to 65536.
-
- So....
- 1 degree = 182 vru's
-
-
- POSITIONS
- -------------
- The area you can work in is a cube
- which measures 16,000,000 by 16,000,000
- by 16,000,000. This goes from
- +80,000,000 to -80,000,000.
- But it is always best to keep objects
- as close as possible because it is very
- easy to get objects lost in such a big
- area. And I am not joking!
-
- Well that's it for this month. I hope
- you will look at the examples and
- experiment with the commands.
-
- Next time I will give you help on
- actually making the objects using the
- OM.
-
- So until next time...
-
- Bye.
-
- MATTHEW GREEN.
-