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		<title>Wiremod.com Forums - Full-scale projects</title>
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			<title>Wiremod.com Forums - Full-scale projects</title>
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			<title>Gravity-Ball 3D</title>
			<link>http://www.wiremod.com/forum/full-scale-projects/22410-gravity-ball-3d.html</link>
			<pubDate>Mon, 06 Sep 2010 02:42:38 GMT</pubDate>
			<description><![CDATA[Here's my 3D arcade game I made with the GPU and E2. The goal of the game is to hit a ball with your paddle and keep it bouncing as long as possible....]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Here's my 3D arcade game I made with the GPU and E2. The goal of the game is to hit a ball with your paddle and keep it bouncing as long as possible.<br />
<br />
Features:<ul><li>3D Environment</li>
<li>3D Paddle and ball models.</li>
<li>Linux inspired desktop cube (Used for menu selection)</li>
<li>Personal score keeper</li>
<li>High scores table</li>
</ul><br />
<img src="http://img3.imageshack.us/img3/3834/gmflatgrass0006p.jpg" border="0" alt="" /><br />
<br />
<img src="http://img543.imageshack.us/img543/8562/gmflatgrass0005j.jpg" border="0" alt="" /><br />
<br />
<img src="http://img830.imageshack.us/img830/8228/gmflatgrass0009.jpg" border="0" alt="" /><br />
<br />
<img src="http://img199.imageshack.us/img199/7104/gmflatgrass0016j.jpg" border="0" alt="" /><br />
<br />

<object class="restrain" type="application/x-shockwave-flash" width="640" height="385" data="http://www.youtube.com/v/WstRiSIHHPU">
	<param name="movie" value="http://www.youtube.com/v/WstRiSIHHPU" />
	<param name="wmode" value="transparent" />
	<!--[if IE 6]>
	<embed width="640" height="385" type="application/x-shockwave-flash" src="http://www.youtube.com/v/WstRiSIHHPU" />
	<![endif]--></object>
 <br />
<br />
GPU Code:<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">// Initialize Frame<br />
//=============================================================================<br />
cmp #frame,0; je Screen.Main;<br />
cmp #frame,1; je Screen.Play;<br />
cmp #frame,2; je Screen.HighScores;<br />
cmp #frame,3; je Screen.ReadMe;<br />
cmp #frame,4; je Screen.About;<br />
jmp Exit; // No comparisons met<br />
<br />
// Subroutines [Frame]<br />
//=============================================================================<br />
Screen.Main: //[0]<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Title<br />
&nbsp; &nbsp; call Enable2D;<br />
&nbsp; &nbsp; dclrscr black;<br />
&nbsp; &nbsp; dsetsize 64;<br />
&nbsp; &nbsp; dsetfont 2;<br />
&nbsp; &nbsp; mov #regFontAlign,1;<br />
&nbsp; &nbsp; dcolor white;<br />
&nbsp; &nbsp; mov #pos.x,256;<br />
&nbsp; &nbsp; mov #pos.y,8;<br />
&nbsp; &nbsp; dcolor white;<br />
&nbsp; &nbsp; dwrite pos,gravball;<br />
&nbsp; &nbsp; add #pos.x,2.5;<br />
&nbsp; &nbsp; add #pos.y,2.5;<br />
&nbsp; &nbsp; dcolor babyblue;<br />
&nbsp; &nbsp; dwrite pos,gravball;<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Text<br />
&nbsp; &nbsp; mov #regFontAlign,0;<br />
&nbsp; &nbsp; dsetfont 2;<br />
&nbsp; &nbsp; dsetsize 16;<br />
&nbsp; &nbsp; dcolor white;<br />
&nbsp; &nbsp; mov #pos.x,5;<br />
&nbsp; &nbsp; mov #pos.y,494;<br />
&nbsp; &nbsp; dwrite pos,bytes;<br />
<br />
&nbsp; &nbsp; // Render cube<br />
&nbsp; &nbsp; call Enable3D;<br />
&nbsp; &nbsp; mlookat mViewMatrix,vLookAt_Cube;<br />
&nbsp; &nbsp; mperspective mProjectionMatrix,vPerspective_Cube;<br />
&nbsp; &nbsp; cmp #faceangle,#cubeoffset;<br />
&nbsp; &nbsp; cne CalcCubeRotation;<br />
&nbsp; &nbsp; mrotate mRotateMatrix,vRotate_Cube;<br />
&nbsp; &nbsp; mtranslate mTranslateMatrix,vTranslate_Cube;<br />
&nbsp; &nbsp; call LoadMatrix;<br />
&nbsp; &nbsp; dsetlight 0,CubeLight;<br />
&nbsp; &nbsp; dvxdata_3f Cube,12;<br />
&nbsp; &nbsp; dvxflush;<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Render face text<br />
&nbsp; &nbsp; call Enable2D;<br />
&nbsp; &nbsp; ddisable 0;<br />
&nbsp; &nbsp; ddisable 1;<br />
&nbsp; &nbsp; ddisable 2;<br />
&nbsp; &nbsp; ddisable 3;<br />
&nbsp; &nbsp; call RenderFaceText;<br />
&nbsp; &nbsp; <br />
jmp Exit;<br />
<br />
Screen.Play: //[1]<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Background<br />
&nbsp; &nbsp; dclrscr bg_color;<br />
&nbsp; &nbsp; dcolor shade1;<br />
&nbsp; &nbsp; dvxpoly LeftWall,4;<br />
&nbsp; &nbsp; dcolor shade2;<br />
&nbsp; &nbsp; dvxpoly Ceiling,4;<br />
&nbsp; &nbsp; dcolor shade3;<br />
&nbsp; &nbsp; dvxpoly RightWall,4;<br />
&nbsp; &nbsp; dcolor shade4;<br />
&nbsp; &nbsp; dvxpoly Floor,4;<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Hud<br />
&nbsp; &nbsp; mov #pos.x,4;<br />
&nbsp; &nbsp; mov #pos.y,4;<br />
&nbsp; &nbsp; dsetsize 16;<br />
&nbsp; &nbsp; dsetfont 2;<br />
&nbsp; &nbsp; dcolor white;<br />
&nbsp; &nbsp; mov #cur_score,#32775;<br />
&nbsp; &nbsp; mov #high_score,#32776;<br />
&nbsp; &nbsp; dwritefmt pos,hud;<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Render paddle<br />
&nbsp; &nbsp; call Enable3D;<br />
&nbsp; &nbsp; mlookat mViewMatrix,vLookAt_GB;<br />
&nbsp; &nbsp; mperspective mProjectionMatrix,vPerspective_GB;<br />
&nbsp; &nbsp; mrotate mRotateMatrix,vRotate_Paddle_GB;<br />
&nbsp; &nbsp; mov #vTranslate_Paddle_GB.x,#paddle_GB;<br />
&nbsp; &nbsp; mtranslate mTranslateMatrix,vTranslate_Paddle_GB;<br />
&nbsp; &nbsp; call LoadMatrix;<br />
&nbsp; &nbsp; dsetlight 0,PaddleLight_GB;<br />
&nbsp; &nbsp; dvxdata_3f Paddle,12;<br />
&nbsp; &nbsp; dvxflush;<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Render ball<br />
&nbsp; &nbsp; timer eax;<br />
&nbsp; &nbsp; mul eax,4;<br />
&nbsp; &nbsp; mov #vRotate_Ball_GB.w,eax;<br />
&nbsp; &nbsp; mrotate mRotateMatrix,vRotate_Ball_GB;<br />
&nbsp; &nbsp; mov #vTranslate_Ball_GB.x,#ball_pos_x;<br />
&nbsp; &nbsp; mov #vTranslate_Ball_GB.y,#ball_pos_y;<br />
&nbsp; &nbsp; mtranslate mTranslateMatrix,vTranslate_Ball_GB;<br />
&nbsp; &nbsp; call LoadMatrix;<br />
&nbsp; &nbsp; dsetlight 0,BallLight_GB;<br />
&nbsp; &nbsp; dvxdata_3f Ball,20;<br />
&nbsp; &nbsp; dvxflush;<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; //cmp #<br />
&nbsp; &nbsp; <br />
jmp Exit;<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
Screen.HighScores: //[2]<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; call SetupTitle;<br />
&nbsp; &nbsp; dwrite pos,highscores;<br />
&nbsp; &nbsp; call SetupText;<br />
&nbsp; &nbsp; dwrite pos,mem_str;<br />
<br />
jmp Exit;<br />
<br />
Screen.ReadMe: //[3]<br />
<br />
&nbsp; &nbsp; call SetupTitle;<br />
&nbsp; &nbsp; dwrite pos,readme;<br />
&nbsp; &nbsp; call SetupText;<br />
&nbsp; &nbsp; dwrite pos,readme_info;<br />
&nbsp; &nbsp; <br />
jmp Exit;<br />
<br />
Screen.About<b></b>: //[4]<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; call SetupTitle;<br />
&nbsp; &nbsp; dwrite pos,about;<br />
&nbsp; &nbsp; call SetupText;<br />
&nbsp; &nbsp; dwrite pos,about_info;<br />
<br />
jmp Exit;<br />
<br />
// Subroutines [Main]<br />
//=============================================================================<br />
Enable2D:<br />
&nbsp; &nbsp; dcvxpipe 0;<br />
&nbsp; &nbsp; dvxpipe 0;<br />
ret;<br />
&nbsp; &nbsp; <br />
Enable3D:<br />
&nbsp; &nbsp; dcvxpipe 3;<br />
&nbsp; &nbsp; dvxpipe 5;<br />
&nbsp; &nbsp; denable 0; //Vertex buffer<br />
&nbsp; &nbsp; denable 1; //ZSortings<br />
&nbsp; &nbsp; denable 2; //Lighting<br />
&nbsp; &nbsp; denable 3; //Face culling<br />
ret;<br />
<br />
LoadMatrix:<br />
&nbsp; &nbsp; mmov mModelMatrix,mTranslateMatrix;<br />
&nbsp; &nbsp; mmul mModelMatrix,mRotateMatrix;<br />
&nbsp; &nbsp; mmov mModelViewMatrix,mViewMatrix;<br />
&nbsp; &nbsp; mmul mModelViewMatrix,mModelMatrix;<br />
&nbsp; &nbsp; mload mModelViewMatrix;<br />
&nbsp; &nbsp; mloadproj mProjectionMatrix;<br />
ret;<br />
<br />
CalcCubeRotation:<br />
&nbsp; &nbsp; mov eax,#cubeoffset;<br />
&nbsp; &nbsp; mov ebx,#faceangle;<br />
&nbsp; &nbsp; sub eax,ebx;<br />
&nbsp; &nbsp; div eax,6;<br />
&nbsp; &nbsp; add #faceangle,eax;<br />
&nbsp; &nbsp; mov #vRotate_Cube.w,#faceangle;<br />
ret;<br />
<br />
RenderFaceText:<br />
&nbsp; &nbsp; mov eax,#faceangle;<br />
&nbsp; &nbsp; mov ebx,#cubeoffset;<br />
&nbsp; &nbsp; sub eax,ebx;<br />
&nbsp; &nbsp; fabs eax,eax;<br />
&nbsp; &nbsp; cmp eax,0.2;<br />
&nbsp; &nbsp; cle SetupMainMenuText;<br />
ret;<br />
<br />
SetupMainMenuText:<br />
&nbsp; &nbsp; dsetsize 56;<br />
&nbsp; &nbsp; dsetfont 2;<br />
&nbsp; &nbsp; mov #regFontAlign,1;<br />
&nbsp; &nbsp; dcolor white;<br />
&nbsp; &nbsp; mov #pos.x,256;<br />
&nbsp; &nbsp; mov #pos.y,256;<br />
&nbsp; &nbsp; dcolor white;<br />
&nbsp; &nbsp; cmp #select,1;<br />
&nbsp; &nbsp; ce DrawSelection1;<br />
&nbsp; &nbsp; cmp #select,2;<br />
&nbsp; &nbsp; ce DrawSelection2;<br />
&nbsp; &nbsp; cmp #select,3;<br />
&nbsp; &nbsp; ce DrawSelection3;<br />
&nbsp; &nbsp; cmp #select,4;<br />
&nbsp; &nbsp; ce DrawSelection4;<br />
ret;<br />
<br />
DrawSelection1: dwrite pos,play; ret;<br />
DrawSelection2: dwrite pos,highscores; ret;<br />
DrawSelection3: dwrite pos,readme; ret;<br />
DrawSelection4: dwrite pos,about; ret;<br />
<br />
CheckCubeRotation:<br />
&nbsp; &nbsp; cmp #faceangle,0;<br />
&nbsp; &nbsp; cne ResetCubeRotation;<br />
ret;<br />
<br />
ResetCubeRotation:<br />
&nbsp; &nbsp; mov #faceangle,0;<br />
&nbsp; &nbsp; mov #cubeoffset,0;<br />
ret;<br />
&nbsp; &nbsp; <br />
// Subroutines [Text]<br />
//=============================================================================<br />
SetupTitle:<br />
&nbsp; &nbsp; mov #size.x,512;<br />
&nbsp; &nbsp; mov #size.y,40;<br />
&nbsp; &nbsp; mov #pos.x,0;<br />
&nbsp; &nbsp; mov #pos.y,0;<br />
&nbsp; &nbsp; dcolor babyblue;<br />
&nbsp; &nbsp; drectwh pos,size;<br />
&nbsp; &nbsp; dcolor white;<br />
&nbsp; &nbsp; dsetfont 2;<br />
&nbsp; &nbsp; dsetsize 32;<br />
&nbsp; &nbsp; mov #pos.x,4;<br />
&nbsp; &nbsp; mov #pos.y,2;<br />
ret;<br />
<br />
SetupText:<br />
&nbsp; &nbsp; mov #pos.y,16;<br />
&nbsp; &nbsp; dsetsize 28;<br />
&nbsp; &nbsp; dcolor white;<br />
&nbsp; &nbsp; mov #pos.x,4;<br />
&nbsp; &nbsp; add #pos.y,32;<br />
ret;<br />
<br />
Exit: dexit;<br />
<br />
// General variables<br />
//=============================================================================<br />
color black;<br />
color white,255,255,255;<br />
color bg_color,40,40,40;<br />
color shade1,60,60,60;<br />
color shade2,80,80,80;<br />
color shade3,200,200,200;<br />
color shade4,220,220,220;<br />
color babyblue,0,200,255;<br />
<br />
matrix mRotateMatrix;<br />
matrix mTranslateMatrix;<br />
matrix mProjectionMatrix; // This defines our projection to screen<br />
matrix mViewMatrix; // This defines our camera transformations<br />
matrix mModelMatrix; // This is our model transformations<br />
matrix mModelViewMatrix; // This is our model relative to camera transform<br />
<br />
vec2f pos; // General 2D vector<br />
vec2f size; // General 2D vector<br />
<br />
alloc faceangle; // Cube angle<br />
<br />
bytes:<br />
db 77,97,100,101,32,98,121,58,32,68;<br />
db 114,117,110,107,105,101,0;<br />
<br />
string gravball,'Gravity-Ball 3D';<br />
string play,'Play';<br />
string highscores,'High Scores';<br />
<br />
string readme,'Read Me';<br />
readme_info:<br />
db 'All the data for this game is processed',10;<br />
db 'server-side in the E2.',10,10;<br />
db 'The FPS of this game is slower depending',10;<br />
db 'on how laggy the server is. For the best',10;<br />
db 'performance, use this in servers that are',10;<br />
db 'not lagging, or suffering from umsg spam.',10,10;<br />
db 'Using this in single-player will eliminate',10;<br />
db 'all lag and large FPS drops completely!',10,10;<br />
db 'Please note that the high scores table',10;<br />
db 'is local to each time the chip is spawned.',0;<br />
<br />
string about,'About';<br />
about_info:<br />
db 'Gravity-Ball 3D',10;<br />
db 'Version 1.0',10,10;<br />
db 'Author: Drunkie',10;<br />
db 'Release date: September 5th, 2010',0;<br />
<br />
// Memory pointers<br />
define active,32768;<br />
define frame,32769;<br />
define select,32770;<br />
define cubeoffset,32771;<br />
define paddle_GB,32772;<br />
define ball_pos_x,32773;<br />
define ball_pos_y,32774;<br />
<br />
hud: <br />
db 'Current Score = %i',10;<br />
db 'High Score = %i',0;<br />
alloc cur_score;<br />
alloc high_score;<br />
<br />
define mem_str,32778;<br />
<br />
Ball:<br />
db 0,0,1; db 0,0.9,0.5; db 0.9,0.3,0.4;<br />
db 0,0,1; db -0.9,0.3,0.4; db 0,0.9,0.5;<br />
db 0,0,1; db -0.5,-0.7,0.4; db -0.9,0.3,0.4;<br />
db 0,0,1; db 0.5,-0.7,0.4; db -0.5,-0.7,0.4;<br />
db 0,0,1; db 0.9,0.3,0.4; db 0.5,-0.7,0.4;<br />
db 0.9,-0.3,-0.4; db 0.9,0.3,0.4; db 0.5,0.7,-0.4;<br />
db 0,0.9,0.5; db 0.5,0.7,-0.4; db 0.9,0.3,0.4;<br />
db 0,0.9,0.5; db -0.5,0.7,-0.4; db 0.5,0.7,-0.4;<br />
db 0,0.9,0.5; db -0.9,0.3,0.4; db -0.5,0.7,-0.4;<br />
db -0.9,-0.3,-0.4; db -0.5,0.7,-0.4; db -0.9,0.3,0.4;<br />
db -0.9,-0.3,-0.4; db -0.9,0.3,0.4; db -0.5,-0.7,0.4;<br />
db -0.9,-0.3,-0.4; db -0.5,-0.7,0.4; db 0,-0.9,-0.5;<br />
db 0.5,-0.7,0.4; db 0,-0.9,-0.5; db -0.5,-0.7,0.4;<br />
db 0.5,-0.7,0.4; db 0.9,-0.3,-0.4; db 0,-0.9,-0.5;<br />
db 0.5,-0.7,0.4; db 0.9,0.3,0.4; db 0.9,-0.3,-0.4;<br />
db 0,0,-1; db 0,-0.9,-0.5; db 0.9,-0.3,-0.4;<br />
db 0,0,-1; db 0.9,-0.3,-0.4; db 0.5,0.7,-0.4;<br />
db 0,0,-1; db 0.5,0.7,-0.4 db -0.5,0.7,-0.4;<br />
db 0,0,-1; db -0.5,0.7,-0.4; db -0.9,-0.3,-0.4;<br />
db 0,0,-1; db -0.9,-0.3,-0.4; db 0,-0.9,-0.5;<br />
<br />
// Cube<br />
//=============================================================================<br />
vLookAt_Cube:<br />
vec3f vLookAt_Eye_Cube,&nbsp; &nbsp; 0, 0, -5; //Where our camera is<br />
vec3f vLookAt_Center_Cube, 0, 0, 0;&nbsp; //What we look at<br />
vec3f vLookAt_Up_Cube,&nbsp; &nbsp;  0, 1, 0;&nbsp; //Where our matt-hat is<br />
<br />
vec4f vPerspective_Cube, 20, 1,&nbsp; 1,&nbsp; 20; //&lt;FOV&gt; &lt;ASPECT RATIO&gt; &lt;ZNEAR&gt; &lt;ZFAR&gt;<br />
vec4f vRotate_Cube,&nbsp; &nbsp; &nbsp; 1,&nbsp; 0,&nbsp; 0,&nbsp; 0; //&lt;AXIS X Y Z&gt; &lt;ANGLE W&gt;<br />
vec4f vTranslate_Cube,&nbsp;  0,&nbsp; 0.2,&nbsp; 0,&nbsp; 0; //&lt;TRANSLATION X Y Z&gt; &lt;0&gt;<br />
<br />
CubeLight:<br />
vec4f lightpos_cube,0,0,20000,0; //x y z &lt;unused, will be falloff&gt;<br />
color lightcol_cube,0,200,255,1; //R G B Brightness<br />
<br />
Cube:<br />
db -1,-1,-1; db 1,-1,-1; db 1,1,-1;<br />
db -1,-1,-1; db 1,1,-1; db -1,1,-1;<br />
db 1,-1,1; db -1,-1,1; db 1,1,1;<br />
db -1,-1,1; db -1,1,1; db 1,1,1;<br />
db 1,-1,-1; db -1,-1,-1; db 1,-1,1;<br />
db -1,-1,-1; db -1,-1,1; db 1,-1,1;<br />
db -1,1,-1; db 1,1,-1; db 1,1,1;<br />
db -1,1,1; db -1,1,-1; db 1,1,1;<br />
db -1,-1,-1; db -1,1,-1; db -1,1,1;<br />
db -1,-1,1; db -1,-1,-1; db -1,1,1;<br />
db 1,1,-1; db 1,-1,-1; db 1,1,1;<br />
db 1,-1,-1; db 1,-1,1; db 1,1,1;<br />
<br />
// Grav Ball<br />
//=============================================================================<br />
LeftWall: db 0,0; db 148,148; db 148,364; db 0,512;<br />
Ceiling: db 0,0; db 148,148; db 364,148; db 512,0;<br />
RightWall: db 512,0; db 364,148; db 364,364; db 512,512;<br />
Floor: db 0,512; db 148,364; db 364,364; db 512,512;<br />
<br />
vLookAt_GB:<br />
vec3f vLookAt_Eye_GB,&nbsp; &nbsp; 0, 0, -3; // Where our camera is<br />
vec3f vLookAt_Center_GB, 0, 0, 0;&nbsp; // What we look at<br />
vec3f vLookAt_Up_GB,&nbsp; &nbsp;  0, 1, 0;&nbsp; // Where our matt-hat is<br />
<br />
vec4f vPerspective_GB, 20, 1,&nbsp; 1,&nbsp; 100; // &lt;FOV&gt; &lt;ASPECT RATIO&gt; &lt;ZNEAR&gt; &lt;ZFAR&gt;<br />
vec4f vRotate_Paddle_GB,&nbsp; &nbsp; &nbsp; 0,&nbsp; 0,&nbsp; 0,&nbsp; 0; // &lt;AXIS X Y Z&gt; &lt;ANGLE W&gt;<br />
vec4f vTranslate_Paddle_GB,&nbsp;  0,&nbsp; 5,&nbsp; 20,&nbsp; 0; // &lt;TRANSLATION X Y Z&gt; &lt;0&gt;<br />
<br />
vec4f vRotate_Ball_GB,&nbsp; &nbsp; &nbsp; &nbsp; 1,&nbsp; 1,&nbsp; 0,&nbsp; 0; // &lt;AXIS X Y Z&gt; &lt;ANGLE W&gt;<br />
vec4f vTranslate_Ball_GB,&nbsp; &nbsp;  0,&nbsp; 0,&nbsp; 20,&nbsp; 0; // &lt;TRANSLATION X Y Z&gt; &lt;0&gt;<br />
<br />
PaddleLight_GB:<br />
vec4f lightpos_paddle_GB,-200,-400,-400,0; // x y z &lt;unused, will be falloff&gt;<br />
color lightcol_paddle_GB,0,200,255,1.15; // R G B Brightness<br />
<br />
BallLight_GB:<br />
vec4f lightpos_ball_GB,0,0,-500,0; // x y z &lt;unused, will be falloff&gt;<br />
color lightcol_ball_GB,255,255,255,1; // R G B Brightness<br />
<br />
Paddle:<br />
db -2,0,-2; db -2,0,2; db 2,0,-2;<br />
db 2,0,-2; db -2,0,2; db 2,0,2;<br />
db -2,0.5,-2; db 2,0.5,-2; db -2,0.5,2; <br />
db 2,0.5,-2; db 2,0.5,2; db -2,0.5,2; <br />
db 2,0,-2; db 2,0,2; db 2,0.5,2;<br />
db 2,0,-2; db 2,0.5,2; db 2,0.5,-2;<br />
db 2,0,2; db -2,0,2; db -2,0.5,2;<br />
db 2,0,2; db -2,0.5,2; db 2,0.5,2;<br />
db -2,0,2; db -2,0,-2; db -2,0.5,-2;<br />
db -2,0,2; db -2,0.5,-2; db -2,0.5,2; <br />
db -2,0,-2; db 2,0,-2; db 2,0.5,-2;<br />
db -2,0,-2; db 2,0.5,-2; db -2,0.5,-2;</code><hr />
</div> Enjoy.<!-- google_ad_section_end --></div>


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	<a href="http://www.wiremod.com/forum/attachments/full-scale-projects/8086d1283740729-gravity-ball-3d-gravity-ball-3d-drunkie.txt">gravity-ball 3d by drunkie.txt</a> 
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 ]]></content:encoded>
			<category domain="http://www.wiremod.com/forum/full-scale-projects/">Full-scale projects</category>
			<dc:creator>Drunkie</dc:creator>
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