Video duration: 351 seconds
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I made this short video to show you people what Halo PC/Custom Edition on BloodGulch looks like in wireframe mode. This means you can see through absolutely anything, except you lose your HUD and can't see your weapon or reticle. You can't shoot through anything though. This is a product of the =AC= All-Canadian Clan.
Flying westward in a Canyon, towards Olympus. The ground color is based on the local elevation.
Velocity : 2500 m/s.
Altitude: 3000 m.
CREDITS: altitude data from MOLA/NASA, MEG016, 16 pixels/°.
Video duration: 252 seconds
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In the second part of arguably our most insane episode of Debug Insanity yet, we create Shadow Wireframe Mode, test the adage that "the sky's the limit" with some insane infinite jumping, Shadow makes a reference to Halo 3, and the crew goes ape-crap insane with the camera. Shadow Wireframes FTW, indeed.
Video duration: 518 seconds
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This part is up through Bob-omb Battlefield.
I'm trying another one of Jish's challenges; playing through Mario 64 using wireframe rendering. I may not do all of it, we'll see. I'm very good at flaking out.
The hardest part is easily aiming with the cannon.
The easiest is the slides.
Video duration: 544 seconds
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Who will win?
Better quality, though compression took a lot out of it I think it looks better this time. So here it is, male and female wire frames fighting. I am playing in this one. Stock 10, No Items, Final Destination.
Video duration: 240 seconds
Global video hits: 1537
This is a project using wire frames for small bot bodies... I built a motor controller using a picAxe m14, a Toshiba 8080K motor driver with brake function, a 4-AA cell battery pack with built-in on/off switch, a speaker, some right angled red green LED assemblies and a bit of creativity.
Full details at MeAndMyRobots.blogsp ot.com give a visit, there's lot's of good robotic stuff there...