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Hagar

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28th September, 2010 at 22:04:06 -


Originally Posted by UrbanMonk

Originally Posted by ..::hagar::..
The maths above is rudimentary basics. Making a decent engine would involve a lot more . Even my isometric game involves a lot more than that



Basic Isometric is more difficult than a basic 3d engine.

For most users the engine I described is exactly what they'd want. Everything else is just a basic modification similar to what can be done in mmf.

Friction for example is just a simple coefficient multiplied by the speed value.

A simple loop for getting the height of the ground, jumping would just be a matter of modifying the Y position and disabling friction.


But I do see your point, if you've never made a decent 2d game how do you expect to make a 3d one.



I kind of agree, but I do not think it applies to trying to do realistic physics - I think there is reasons why decent commercial engines have development cycles as they do

In fact doing a half decent engine in 2D is a big enough task for me

 
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UrbanMonk

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28th September, 2010 at 23:02:28 -

Well no one here really makes real physics engines even in their 2d games.

Point is, these engines aren't any harder to do in 3 dimensions than they are in 2.



 
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Hagar

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28th September, 2010 at 23:39:02 -


Originally Posted by UrbanMonk
Well no one here really makes real physics engines even in their 2d games.

Point is, these engines aren't any harder to do in 3 dimensions than they are in 2.




I try , my racing engine is based on as close as I can figure out real physics although to make it fun I have upped the acceleration and braking forces to make it fun.

 
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Aloan Moreira



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9th December, 2010 at 18:27:58 -

Until an intelligent guy like me, but with the x,y,z know-how shows up with the concept I'm about to disclose, the world will not be wowed. Here it is: Forget 3D modeling. I said: Forget 3D modeling. Hate it with a passion and don't even think about it. It is possible to make a 3D game with REAL HD DIGITAL PHOTOGRAPHY ALONE! HOW? MMF2 does the rest already. So Just bring a blank X,Y,Z plane capability or option to it's Level Editor. I wish I could show this on video. Then, place your active objects on that x,y,z plane. Once you run the game it would be on a 3D space. And once you walk about the landsdcape your HD actives will differentiate according to your position to it. Say you go past a person. It's perspective will change depending on your position to it: if you are in front of it or beside it or behind it. We can create pre-defined 8 directional views of an active, simply by importing digital photographs of these objects taken from these 8 directions and put them in MMF 2D1/2. And if you want to see my concept in action but unfortunately without MMF2 interactivity since it's not a Clickteam product, go here for the youtube video demonstration: http://www.youtube.com/watch?v=yp2ceb2gd-A&feature=related - notice at 1:28 and at 1:51 that the trees are real photographs and they follow your eyes. They're in 2D .tga format with native transparency of course, although I like .png because it's smaller in file size and MMF2 supports .png. So the only thing this video needs is animation which mmf2 does well. Then just throw a main 2d active character in there and you can go explore and interact. Go see and tell me if you understand my concept. BTW, the program used in the video is called Realtime landscaping by ideaspectrum. Their website is: http://www.ideaspectrum.com/

 
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9th December, 2010 at 19:06:45 -

Please use paragraphs - nobody wants to read a massive block of unformatted text.

As for using 2d images projected in 3d - that looks so unbelievably crap.
It would work well for things like flat walls (see: Raycaster extension), and might kind of almost work for something basically spherical/cylindrical, but anything more complicated than that (eg. A person) and I guarantee it will fail miserably.

If you try this product, you'll understand why:
http://www.photomodeler.com/products/photomodeler/how_it_works.htm

Anyway, MMF3D is a horrible idea, and I really wish people would stop encouraging Clickteam to waste their time making it.
(I think Hagar outlined the main reasons why it's a bad idea)

 
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Dogzer



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9th December, 2010 at 19:48:09 -

forget mmf3d, too late for that.

 
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Don Luciano

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9th December, 2010 at 22:07:58 -

Ain't there already ton of extensions for 3D? Anyway i don't think clickteam would be able to beat unreal engine... which is quite free... kind of.

http://www.unreal.com/development-kit.php

 
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Matt Boothman

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9th December, 2010 at 22:42:03 -


Originally Posted by Aloan Moreira
Until an intelligent guy like me, but with the x,y,z know-how shows up with the concept I'm about to disclose, the world will not be wowed. Here it is: Forget 3D modeling. I said: Forget 3D modeling. Hate it with a passion and don't even think about it. It is possible to make a 3D game with REAL HD DIGITAL PHOTOGRAPHY ALONE! HOW? MMF2 does the rest already. So Just bring a blank X,Y,Z plane capability or option to it's Level Editor. I wish I could show this on video. Then, place your active objects on that x,y,z plane. Once you run the game it would be on a 3D space. And once you walk about the landsdcape your HD actives will differentiate according to your position to it. Say you go past a person. It's perspective will change depending on your position to it: if you are in front of it or beside it or behind it. We can create pre-defined 8 directional views of an active, simply by importing digital photographs of these objects taken from these 8 directions and put them in MMF 2D1/2. And if you want to see my concept in action but unfortunately without MMF2 interactivity since it's not a Clickteam product, go here for the youtube video demonstration: http://www.youtube.com/watch?v=yp2ceb2gd-A&feature=related - notice at 1:28 and at 1:51 that the trees are real photographs and they follow your eyes. They're in 2D .tga format with native transparency of course, although I like .png because it's smaller in file size and MMF2 supports .png. So the only thing this video needs is animation which mmf2 does well. Then just throw a main 2d active character in there and you can go explore and interact. Go see and tell me if you understand my concept. BTW, the program used in the video is called Realtime landscaping by ideaspectrum. Their website is: http://www.ideaspectrum.com/



Have you played Tomb Raider 1? Whenever you walk past a statue or a vase or something, it uses your technique (because it cut down on the polygons). It looked completely stupid.

 
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Hagar

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9th December, 2010 at 22:46:28 -


Originally Posted by Aloan Moreira
Until an intelligent guy like me, but with the x,y,z know-how shows up with the concept I'm about to disclose, the world will not be wowed. Here it is: Forget 3D modeling. I said: Forget 3D modeling. Hate it with a passion and don't even think about it. It is possible to make a 3D game with REAL HD DIGITAL PHOTOGRAPHY ALONE! HOW? MMF2 does the rest already. So Just bring a blank X,Y,Z plane capability or option to it's Level Editor. I wish I could show this on video. Then, place your active objects on that x,y,z plane. Once you run the game it would be on a 3D space. And once you walk about the landsdcape your HD actives will differentiate according to your position to it. Say you go past a person. It's perspective will change depending on your position to it: if you are in front of it or beside it or behind it. We can create pre-defined 8 directional views of an active, simply by importing digital photographs of these objects taken from these 8 directions and put them in MMF 2D1/2. And if you want to see my concept in action but unfortunately without MMF2 interactivity since it's not a Clickteam product, go here for the youtube video demonstration: http://www.youtube.com/watch?v=yp2ceb2gd-A&feature=related - notice at 1:28 and at 1:51 that the trees are real photographs and they follow your eyes. They're in 2D .tga format with native transparency of course, although I like .png because it's smaller in file size and MMF2 supports .png. So the only thing this video needs is animation which mmf2 does well. Then just throw a main 2d active character in there and you can go explore and interact. Go see and tell me if you understand my concept. BTW, the program used in the video is called Realtime landscaping by ideaspectrum. Their website is: http://www.ideaspectrum.com/



Try playing Doom 1 or 2.

 
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Jenswa

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10th December, 2010 at 19:58:45 -

Think I'll keep my kidney and use the Quake 3 engine if I need it now instead of waiting. Cheers

 
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Johnny Look

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11th December, 2010 at 00:17:49 -

What you are talking about is called a 3d sprite, nowadays they are used for little more than particle effects.
That was probably revolutionary...back in 1990, when carmack released hovertank 3d.

 
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Jenswa

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12th December, 2010 at 12:07:16 -


Originally Posted by urbanmonk
Well no one here really makes real physics engines even in their 2d games.
Point is, these engines aren't any harder to do in 3 dimensions than they are in 2.



I mainly create platformers, probably because I like them, and I wouldn't use real physics since my character won't be able to make any useful jumps in this type of game. That said, it might hold true for many other games here.

But sure you can create a real physics engine and tweak the physics parameters like gravitational acceleration , so it won't match earth's one but perhaps the moon's one or some other unknown (don't read: fantasy) planet with lot's of nice vegetation (don't read: multicolored levels).

But anyways back on topic: Hovertank 3D is a nice fps

Oh and wouldn't sell my kidney, but told you that already, didn't I?

 
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13th December, 2010 at 16:33:39 -

I'd much rather see the Android runtime.

 
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