so i was just pondering, as i spend most of my time, and i thought about all the attempts at "3d" in clickteam products that people have tried to simulate. as far as i know i dont think anyone has done this, but why doesnt someone just make a raycasting engine for mmf? that should be completely possible. all that is really needed is arrays, loops, trig, and way to scale sprites.
the only problem i can see with this is image manipulation for scaling textures and walls and such.
any thoughts?
there have been many pseudo3d raycasting engines, actually, and even I've cooked one up a long time ago. Its not too complex. I think you could probably dig some up searching the downloads
ive seen those. i dont think ive seen one that can rotate the player around and look in 360 degrees and move forward backward etc without that annoying sensation that you are still on a grid. and also i dont think any of them were able to map a texture onto a wall. thats the only part i think would be troublesome. maybe an extension? it shouldnt be that much harder no? if someone worked out a good one, that would open the floodgates to doom-esque and wolfenstien style games. these are the things that keep me from dishing out the mula to get mmf2. i can do these types of things for free .
i have the open gl object for tgf but have no idea how to use it. or if it even works .
and mode 7 may not be the way to go if say youre making a first person shooter. or something.
there are plenty with 360 degree movement and viewing, etc. I have one of those on my DL links. But actual texture mapping is very difficult in comparison. There are some extensions that can help; I remember there being a download that did exactly that; resizing a texture in runtime, however it would be too slow in MMF for a 3d game. You'd need a full blown extension for that.
primitive way to render a 3 dimensional world. think wolfenstien, doom, duke nukem, quake, etc.
the method basically uses trig to send out "rays" in a 2 dimensional map, and draws the objects in a 3d space. its probably the easiest way to make a first person shooter, but very poor in rendering quality. its really fast as well.
an example of more advanced raycasting would be voxel rendering, or height mapping.
3d games would be but not raycasted. raycasted is an easy concept to understand on its own, and if there were a premade mmf engine to render a raycasted world. games would be a sinch. as all it is IS a 2d game, rendered to 3d. do all calculations on 2dimensional plane then render it with the raycasting.
TFC (Though it was just TF back in the day) ruined me on normal quake. Quake 2 is still awesome though.
shab, you mean team fortress classic? i cant play that for some reason. nor tf2. i dont know why it just isnt fun for me