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1055362 Posts in 42854 Topics- by 34778 Members - Latest Member: Sadsic

October 20, 2014, 06:11:03 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Faux 3D view
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Ben_Hurr
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« on: March 07, 2013, 06:46:14 PM »

So recreating the fake 3d first-person views in old games like Might & Magic, or SSI's goldbox games, anyone have any tips?  Cool

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Eigen
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« Reply #1 on: March 08, 2013, 03:16:40 AM »

You store your level in a 2d grid, as bunch of ints for example, so you could use bitwise operators to check for certain params. Each wall is drawn separately. Doors and stuff are also drawn separately based on a wall's params, eg. has door or has chains hanging down. Whatever. Think of them as overlays or decals. Drawing the back wall is optional so if the hall goes on, you just draw another set of walls, only smaller. You could possibly draw 2 or 3 sections at once.

For example, if the maze were to turn left if the next square, you would not draw the back wall of the tile where you are right now, but draw the back wall and the right wall of the next tile.

Drawing should be back-to-front.
« Last Edit: March 08, 2013, 03:25:28 AM by Eigen » Logged

Ben_Hurr
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« Reply #2 on: March 08, 2013, 08:26:25 AM »

Ah, I figured all that out earlier.


Now the stumbling point is getting the player's viewable area from said grid based on the direction they're facing, and transversing the rooms in the right order in order to draw them properly.

Oh, and lumping all those wall sprite assets into something that isn't a complete mess to deal with.
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BleakProspects
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« Reply #3 on: March 08, 2013, 09:01:14 AM »

Nowadays, wouldn't it just be far easier to make it 3D to begin with?  Shrug You can still make the view fixed, and can add sprites to the scene to make it look like this, but you're going to have a far easier time just rendering walls/doors/rooms as textured polygons.
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Eigen
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« Reply #4 on: March 08, 2013, 10:18:16 AM »

Well, sure, it depends on what you're after. If you want pixels/lines that are always 1 pixel on screen no matter the depth, then 3D rendering wouldn't work. These pre-drawn assets avoid distortion.
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Ben_Hurr
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« Reply #5 on: March 08, 2013, 10:44:18 AM »

Nowadays, wouldn't it just be far easier to make it 3D to begin with?  Shrug You can still make the view fixed, and can add sprites to the scene to make it look like this, but you're going to have a far easier time just rendering walls/doors/rooms as textured polygons.
Well, the whole point of this exercise was to figure out how they did it with pixel art. (and to capture that look)  Tongue


edit:
Actually, what would help me alot is a simple cheapo method of rotating points by intervals of 90 degrees.  Maybe I should look up matrices?
« Last Edit: March 08, 2013, 12:05:29 PM by Ben_Hurr » Logged
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