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2D All the way! / Retro pseudo 3D in 2D how was it done. Screenshot inside :)

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AndyPandy
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Posted: 23rd Nov 2005 23:34 Edited at: 23rd Nov 2005 23:35
Screenshot http://hol.abime.net/930

Can this be done with the 2D component of DBP?

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Zergei
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Posted: 24th Nov 2005 01:39
yes, it can be done...
Anlino
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Posted: 25th Nov 2005 22:00
Looks like mode 7 in SNES. I would guess that it works like any standard old-school FPS (see Wolfenstein 3d), which have been done earlier with DBP in 2d, So yeah, it can be done.
BlinkOk
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Posted: 25th Nov 2005 22:09 Edited at: 25th Nov 2005 22:10
this thread contains a brief description of the technique and a link to a game. i think it's called the scan-line technique which limits you vision/movement to straight ahead where mode-7 alows a 360 degree view/movement
http://www.gamedev.net/community/forums/topic.asp?topic_id=137642

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Seppuku Arts
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Posted: 27th Nov 2005 00:32
I almost accomplished this The Games Factory, if I could remember how, you could apply the principle into DBP...

Looks at screenshot, Isn't that Lotus challenge, I love that game, my friend sneakily installed an amiga emulator onto two school computers, and game me that game to play, can remember why it was so sweet

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Pincho Paxton
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Posted: 28th Nov 2005 13:46
Can be done, but I would do the road in 3D. A plain layed flat would be easy.

Sephnroth
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Posted: 28th Nov 2005 22:04
if I remember correctly (havnt looked at link for technique but yeah) the general idea is to draw a picture line by line, drawing the bottom of the picture as thicker lines and getting smaller as you go up (capping the amount of lines you draw) and as you move around you move the offset of where you're drawing from in the picture, wrapping as nessiary. I belive mode7 works the same way but is able to rotate the lines for a full psuedo 3d rotation thingy me jig.

Tapewormz
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Posted: 29th Nov 2005 11:58 Edited at: 29th Nov 2005 12:02
Here's how bilinear parallax works.

You'll need to figure out how many images you want to render or prescale for your depth. That's the easy part, the pieces are drawn from left to right, top to bottom. They're placed like scales on a fish. If you've seen Outrun, then you've seen that the tiles for the road are like round fish scales.

Here's the part where it gets interesting. I don't know if they were using 3D-2D math to calculate the tile placement, or if they were just using an algorithm to calculate angles. I'd say they were using a 3D-2D coordinate system for the tile placement. You'd have to write your own culling routine so that it would render/calculate less and less the closer things got to you since it would fall outside your depth of field.

That works well for strait forward rendering, you'll have to plot the dips and bends in the road manually. You'll also have to write your constraints in terms of how far offroad you can go, as that will also change what falls within your depth of field.

You won't have to work out angles, as the 3D-2D coordinate system will do that for you.

I used to have a tiny 10 line program that performed 3D-2D. It drew wireframe 3D objects using some data statements for the verticies. If I can find it, I'll post it. You can extrapolate what you'd need from that for your 3D-2D coordinate system.

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