jordan4ibanez wrote:Wow that's actually really cool! I modified it a little bit to give it a more traditional feel:
-Pitch (Up/Down) Is limited
-It uses WASD instead
-You use the mouse to look around
-There's a sensitivity for mouse x/y axis
That's really brilliant btw
I get 60 fps solid with textured mode
Very nice job! It all works really well for me
IndieKid wrote:jordan4ibanez wrote:Wow that's actually really cool! I modified it a little bit to give it a more traditional feel:
-Pitch (Up/Down) Is limited
-It uses WASD instead
-You use the mouse to look around
-There's a sensitivity for mouse x/y axis
That's really brilliant btw
I get 60 fps solid with textured mode
I'm not sure but I think that there are better FPS in your version. Good. But mouselook doesn't work.
Hmm, strange, the mouselook is working fine for me.
As far as FPS, I'm getting about the same in both versions.
Ubermann wrote:If someone is geek enough to remember a game called Dungeon Master maybe can tell me what method is used in such game for drawing the walls, floors and ceilings.
I don't think it is using raycasting or raytracing. I would say it is more like a perspective trick, but then, I
guess how they were able to create corridors with + shape or some other complex structures that are beyond a simple perspective corridor. I know that game only has 90° corners and no slopes and only allows 90° fixed rotations that is why I am almost sure they were using simple perspective. And they released the game befor Wolfenstein3D, if I'm not wrong.
Anyone knows some online place where this is discused and/or explained?
Because with an engine like that we can create pretty amazing games with a farly simple code and without losing framerate that look really nice, and with some more work we can get out a X-axis freelook.
IIRC, games like Dungeon Master, Eye of the Beholder, and the GoldBox games rendered these "3D" spaces simply by placing pre-drawn perspective images onto the screen. This is one good reason why most of these games had a very near "fog." For example, for any one wall texture there might be 5 images: straight on, left side of hallway, right side of hallway, left side of hallway a little further down, right side of hallway a little further down - though, of course, some of the engines were probably capable of scaling the side wall images (so you'd only need one for each side).
Here are some links that may prove useful:
https://www.google.com/url?sa=t&rct=j&q ... JcZDHoI1og <<<PDF explaining Eye of the Beholder's engine
http://uaf.sourceforge.net/ <<<an open source Forgotten Realms Unlimited Adventures clone (this was a GoldBox game that included a full quest editor; this clone does too. Its editor, if not its code, may help you understand how these engines work)
http://blog.rag.no/post/Building-a-pseu ... rTile.aspx <<<a guy talking about creating a Dungeon Master-style engine
http://www.dungeoneye.net/ <<<an open source Eye of the Beholder II clone (includes a map editor, which might also help you understand how these engines work)
http://eob.wikispaces.com/eob.vmp <<<an explanation of Eye of the Beholder's VMP files
IndieKid wrote:Ubermann wrote:If someone is geek enough to remember a game called Dungeon Master maybe can tell me what method is used in such game for drawing the walls, floors and ceilings.
I don't think it is using raycasting or raytracing. I would say it is more like a perspective trick, but then, I
guess how they were able to create corridors with + shape or some other complex structures that are beyond a simple perspective corridor. I know that game only has 90° corners and no slopes and only allows 90° fixed rotations that is why I am almost sure they were using simple perspective. And they released the game befor Wolfenstein3D, if I'm not wrong.
Anyone knows some online place where this is discused and/or explained?
Because with an engine like that we can create pretty amazing games with a farly simple code and without losing framerate that look really nice, and with some more work we can get out a X-axis freelook.
Interesting... As for me I think that it will be great to make game like The Elder Scrolls: Arena. Because it uses some very interesting techniques that I like.
Any info on these techniques? I've always been interested in Arena's engine, but have never been able to find much info on it except that it used a raycasting engine which IIRC Todd Howard described as being "similar to Doom's" (though it doesn't look nearly as good/advanced). I've always assumed that it was based off of the Terminator Rampage engine (developed and released by Bethesda in 1993), though that engine was basically Wolf3D + textured floors and ceilings.