What is up with the vertex code?
I want it to look like its warping time and space.
Rem Project: tachyonequation
Rem Created: Thursday, August 05, 2010
Rem ***** Main Source File *****
`let lightspeed# represent lightspeed
rem Init for best performance
sync on : sync rate 60 : backdrop off : hide mouse
global spheremap=2
`let v be velocity
global v# = 1000.0
global tachyon=1
global elecfield=2
rem Loading screen
load bitmap "backdrop.jpg",1
copy bitmap 1,0,0,screen width(),screen height(),0,0,0,screen width(),screen height()
sync : delete bitmap 1
set current bitmap 0 ` added this
load image "space.jpg",spheremap
global lightspeed#=300000.0
make object cube tachyon,1
position object tachyon,0,0,-10
make object sphere elecfield,10,100,100
make object sphere elecfield+1,10,100,100
hide object elecfield+1
set sphere mapping on elecfield,spheremap
set object smoothing elecfield,100
draw to back ` added this
lock vertexdata for limb elecfield,0
maxvertex = get vertexdata vertex count()
unlock vertexdata
do
for i = 0 to maxvertex-1
lock vertexdata for limb elecfield+1,0
rem get the vertex position and add random values
x# = get vertexdata position x(i) + rnd(1000)>100
y# = get vertexdata position y(i) + rnd(1000)>100
z# = get vertexdata position z(i) + rnd(1000)>100
unlock vertexdata
rem lock the vertexdata for visible object
lock vertexdata for limb elecfield,0
rem and set the new vertex positions
set vertexdata position i, x#, y#, z#
unlock vertexdata
next i
`inc xrotation#,8
`inc yrotation#,8
`inc zrotation#,8
`rotate object elecfield,xrotation#,yrotation#,zrotation#
paste image 2, 0, 0 ` added this - use the image number you want as a backdrop
move object 1, (keystate(17)-keystate(31))*.1
turn object left 1, (keystate(30)-keystate(32))*1
set camera to follow object position x(tachyon),object position y(tachyon),object position z(tachyon),0,4,3,20,1
sync
loop
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