Posted: 16th Nov 2002 2:57
Dont think I have posted this here before so if anyones interested...

+ Code Snippet
Remstart

*** Bullet Time Code ****
| By Delta              |
| KingDAZZA@lineone.net |
| 05/02/2002            |
************************

This example will show how to add a simple Bullet Time
feature like the one in Max Payne into your games or
programs

note that animated models will also need to have there
animations slowed

feel free to credit me if you find it useful

Remend

` Setting up display
set display mode 1024,768,16 : sync on : hide mouse : sync rate 50
cls : ` Attention all coders, Please add CLS at the beginning
      ` of programs or after switching resolution to fix a
      ` bug that effects a small number of systems when
      ` running DarkBASIC programs, Thanks

` Creating Objects and Start Values, m# should be 1 set to 1
make object cube 1,10 : m#=1

` This stuff is just to show when Bullet Time is working
text$ = "Bullet Time... Just like Max Payne... quick... someone overhype Me!!"
set text size 36 : set text font "Comic Sans MS"

` Main Loop
do

x#=OBJECT ANGLE x(1)
y#=OBJECT ANGLE y(1)

` *m# is added to the end of all movement values for all
` objects that will be effected when Bullet Time is on

x#=x#+1*m#
y#=y#+1*m#
x# = wrapvalue(x#)
y# = wrapvalue(y#)

ROTATE OBJECT 1,x#,y#,0

` In this demo space is used to activate Bullet Time, when
` the space key is pressed m# has its value changed to a
` lower value, Because all object's effected are multiplyed
` by m# anyhing less than 1 will slow all objects down
` anything above 1 will increase the speeds, if the space
` key is not pressed then m# is set to 1
if spacekey()=1
   m#=0.2
   Center Text 512,675,text$
   else
   m#=1
endif

sync
loop
Posted: 30th Dec 2002 23:14
NICE!
Posted: 31st Dec 2002 22:22
That is so plagerized...
Posted: 10th Jan 2003 21:03
?
Posted: 11th Jan 2003 19:38
Cool but if you were to put this into a game then all of the objects would have to have the slow down putting a large amount of pressure on the system and slowing performance. You could try putting a sleep command in there and the whole loop would slow not damaging anything wile not in slow mode.
Posted: 4th Feb 2003 4:49
actually, his is the best method i can come up with, if you use the sleep command, it works but it's kinda crooked, instead of moving smoothly, it hops! even if you use a small value for sleep, you can still see the hopping fx.

using this method, you could use the variable for object movement, eg as you loop you walk animation (etc), you can use this method to slow down his pace and another variable to modify the loop speed!
Posted: 29th Mar 2003 22:19
hehe I have one.. =)

Outside the Loop
M=50

in the Loop
Sync Rate M
if spacekey()=1 then M=10
if spacekey()=0 then M=50

Basic Bullet Time, except it will slow down everything. (May take a sec for the Sync Rate to go back to 50, creating an even cooler effect..)