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Geek Culture / Playbasic....2d or 3d!?

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ReneGade RG
19
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Joined: 13th May 2005
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Posted: 4th Jul 2005 20:41
Playbasic is meant to make 2d programming easy, not 3d!
Why are there some 3d demos? I'm confused? Does this mean
that you lied ....sob...sob....
oh, on the brightside, yay 3d!

It's amazing you're reading this, surprise... you still are.
Richard Davey
Retired Moderator
22
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Posted: 4th Jul 2005 20:58
It has no 3D commands or features at all (well, not yet anyway). What you think is "3D" is just some clever (old-skool) 2D effects, the same way the original Wolfenstein/Doom games worked before 3D cards came along.

A great many people think they are thinking when they are really rearranging their prejudices.
ReneGade RG
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Posted: 4th Jul 2005 21:05
Quote: "It has no 3D commands or features at all (well, not yet anyway). What you think is "3D" is just some clever (old-skool) 2D effects, the same way the original Wolfenstein/Doom games worked before 3D cards came along."


It sounds amazing but how the hell does it work, unless the people who created that w3d demo spent months doing every single tiny detail! Either way, they probably didn't do that, I can learn how to do those 3d-style effects myself and completely ditch DarkBasic!

It's amazing you're reading this, surprise... you still are.
Hawkeye
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Location: SC, USA
Posted: 4th Jul 2005 22:01
You're forgetting something... namely that these proticular old-school effects require a engine with approx. 4-5 times the complexity of dbp. you have to:

make sprites of EVERY OBJECT from (virtually) every angle. 8 angles to be precise, then multiply that by 3 (one for viewing from below, one for viewing at the same height, and one for viewing from above)

That's 24 sprites * number of moving objects.

DBP, all you do is "load object obj,file$" "position object obj,x,y,z," and you're set. a) it looks a lot nicer, because of that you can view it from 360x360 directions b) because it's actually a 3d scene and doesn't look like doom (doom 1, that is, not doom 3 moron )


Benjamin says: fecking twat of a program [msn7]
Meh blog
ReneGade RG
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Posted: 4th Jul 2005 22:24
Hmmm...I fully understand now!

Thanks Hawkeye and Rich!

It's amazing you're reading this, surprise... you still are.
DBAlex
20
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Joined: 4th Oct 2004
Location: United Kingdom
Posted: 5th Jul 2005 00:35
Hawkeye that isnt correct... I think the wolf 3D demo uses a mode 8 effect... Can anyone back this up?

Im pretty sure it does though...


AMD 64 3000 + 512mb RAM + 80GB HD + Radeon 9600se 128mb
http://www.dbastudios.cjb.net
Kevin Picone
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Location: Australia
Posted: 5th Jul 2005 00:53
Quote: "Playbasic is meant to make 2d programming easy, not 3d!"


Totally 2D.

Quote: "Why are there some 3d demos? I'm confused? Does this mean
that you lied ....sob...sob....
"


The Wolf demo and UW3d demo are 100% software renders.

The wolf demo is simple linear texture mapping. While wolf (the original) was done using ray casting, this demo exploits the same cheat, but manually projects and renders the visible walls strips.

Kevin Picone
[url]www.underwaredesign.com[/url]
Play Nice! Play Basic (Release V1.073 Out Now)
Jeku
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Location: Vancouver, British Columbia, Canada
Posted: 5th Jul 2005 05:47
Hawkeye - That's not how the oldschool 3D engines were made. They used real 3D engines, but were software driven only. There was of course a lot of math involved (much more than would be required nowadays), but they didn't need to take sprites of every single texture at every angle.

I remember I had to do a 3D wireframe model in C++ back in '95, before any hardware acceleration was feasible. It was tough, but doable.


--[R.O.B.O.I. and FireTris Coming Soon]--
Eric T
21
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Posted: 5th Jul 2005 06:14
I actually have a book from 1994 titled:

Programming with C/C++ - 3d visualiztion, simulation, and virtual reality.

A few of the examples in the back go through creating a Wireframe ship... quite a long appendix to say the least. No doubt its a pain in the ass heh

LEEEEEEEEEEEEEEEEEROY JENKINS!!
http://blog.myspace.com/erict An Alternative to Mouse's blog. Now with more lowbrow opinions.
Hawkeye
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Location: SC, USA
Posted: 5th Jul 2005 10:36
Quote: "Hawkeye - That's not how the oldschool 3D engines were made. They used real 3D engines, but were software driven only. There was of course a lot of math involved (much more than would be required nowadays), but they didn't need to take sprites of every single texture at every angle"

hmmrm.. well never mind then Could've sworn that there was a method called 2.5d that did something like this, but eesh I dunno.


Benjamin says: fecking twat of a program [msn7]
Meh blog
Benjamin
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Location: France
Posted: 5th Jul 2005 10:41
Quote: "Could've sworn that there was a method called 2.5d that did something like this, but eesh I dunno."

Quite a few games used that method you described, but as Jeku said, its different.


"Lets migrate like bricks" - Me

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