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Posted: Wed 19 Jul, 2006 6:30 am
by tr1p1ea
Thats a lot of tedious work, but at least its done :). Was it annoying to draw out all the PICs?

Posted: Wed 19 Jul, 2006 6:01 pm
by CDI
Not really, I did it in MSPaint and it took me about 2-3 hours ^^ but I got it done. Now I'm coding it on-calc to test it, then I have to get the doors working and I can release a beta

p3d beta! It's not all that fast on the 83+ though, but it should fly on the SEs and 84+s. If anyone can take an SS for me (or if I can get one) I'll post it!

Image

Posted: Thu 20 Jul, 2006 12:37 am
by kalan_vod
Bump for those to see it, since it was an edited post..

Posted: Thu 20 Jul, 2006 2:39 am
by merthsoft
That's damn impressive

Posted: Thu 20 Jul, 2006 7:00 pm
by CompWiz
nice. Certainly much better than other Basic attempts at a 3d game. I could see that being used for a game successfully.

Posted: Thu 20 Jul, 2006 8:03 pm
by CDI
Thanks! Though, I still think I need to redo the tiles... I just don't know what the proper measurments need to be to even everything out x.x

Posted: Thu 20 Jul, 2006 11:32 pm
by DarkAuron
Experimentation creates wonder.

Posted: Fri 21 Jul, 2006 10:35 am
by Timendus
This thing uses the same principle but without xLib:
http://www.ticalc.org/archives/files/fi ... 15907.html

Which game me inspiration for my little thingy a few months ago (see 3D topic in programming help):
Image

I use a little trick to speed things up though which kinda screws up the perspective. Let's hope yours will be better :)

Posted: Fri 21 Jul, 2006 4:06 pm
by tr1p1ea
There is something in the water ... 3D stuff everywhere! I must join in :).

CDI you make me proud as usual with your work ... and Timendus, thats cool :).

Posted: Fri 21 Jul, 2006 7:51 pm
by CDI
Hey Timendus, how deep is that going? is it 3 or 4 deep? Because those tiles are perfect! Would I be able to use them?

Posted: Sat 22 Jul, 2006 3:43 pm
by kalan_vod
I believe SiCoDe had a similar design too, but being pics recalled and what not (or was it kerm?).

Posted: Sat 22 Jul, 2006 5:28 pm
by CDI
Both. Alot of people have done this

Okay, I was looking into it, and if I remove the very farthest layer of tiles (5 for each set, total of 10) then you don't really loose much, now I have to re-do all the tiles to match

Posted: Sun 23 Jul, 2006 11:01 pm
by Timendus
Hey Timendus, how deep is that going? is it 3 or 4 deep? Because those tiles are perfect! Would I be able to use them?
It's 4 deep, and feel free to use them. Here, have my entire resources directory for the Latenite project for that thingy :)
http://timendus.student.utwente.nl/docs ... ources.zip
As I said; the perspective is a bit off because every screen slice is 8 pixels wide (easier/faster to copy). A bit of credit is always welcome though ;)

Posted: Sat 29 Jul, 2006 2:45 am
by CDI
Okay, did a little tweaking today, removed the farthest walls facing you (the +3s) which removed 5 pics for each set. I then added skin support, meaning instead of a wall being 1 in the matrix, it is 1.1 the iPart being the skin, and the fPart being the attribute (0 is nothing, 1 is wall, 2 is door) meaning that, say 0.2 is an invisiblee door, 1.0 is a fake wall, and so on

Posted: Sat 29 Jul, 2006 5:25 am
by kalan_vod
Sounds nice, did the taking out the 4th step help with the speed a little?