Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / BSP for a Side Scroller

Author
Message
Kalel06
21
Years of Service
User Offline
Joined: 31st Dec 2002
Location: United States
Posted: 31st Dec 2002 21:52
Ok, first post here. I have an idea for a sidescrolling 3d game (kinda like Duke: Manhattan Project....but better )I just wanted to know if it would be a good idea to import a BSP map instead of using matrixes and boxes and stuff(oh my)for a sidescroller? If not..does anyone have any suggestions?

Thanks
Rob K
Retired Moderator
21
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 31st Dec 2002 22:32
Personally I would not recommend BSP maps for a side scroller. I suggest you create your own level format using boxes and so on (not matrices). It would be possible to do but I think that using boxes and so on would achieve better performance.

As you are new to Darkbasic, I suggest that you start small to familiarise yourself first. Play around with the L-Type demo

NOBODY has a forum name as stupid as Darth Shader. I do.
Kalel06
21
Years of Service
User Offline
Joined: 31st Dec 2002
Location: United States
Posted: 31st Dec 2002 22:46
Yes I am new. I just downloaded the demo and I'm going to play around with it. Will using boxes give me professional looking results?? I know I'm kinda jumping the gun here but I'm an eye candy kinda guy. Thanks, Darth Shader, I'll definatly play around with the demo though...any other good looking suggestions???
Kangaroo2
21
Years of Service
User Offline
Joined: 26th Sep 2002
Location: United Kingdom
Posted: 3rd Jan 2003 02:48
Boxes would do perfectly, other than for rounded hilly areas, for which I would recommend using milkshape and exporting x. But yes steer clear of BSP, matrices are probably not needed, separately textured and placed boxes with simple box collision detection will work really well for a DN-MH style project

* If the apocalypse comes, email me *
rapscaLLion
21
Years of Service
User Offline
Joined: 29th Aug 2002
Location: Canada
Posted: 3rd Jan 2003 03:07
I would say no to BSPs, you'd have to fully enclose the level or you'll get leaks, etc. Bad idea. Instead, my suggestion is use models for the background and boxes for the foreground. Even better, model your entire level, and set up invisible boxes for collision.

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Kalel06
21
Years of Service
User Offline
Joined: 31st Dec 2002
Location: United States
Posted: 3rd Jan 2003 07:59
does this mean that I will have to vofr in the position of all my boxes?? If that is that case...is there a more visual approach to it. One that doesn't require code to put in the boxes??
Kalel06
21
Years of Service
User Offline
Joined: 31st Dec 2002
Location: United States
Posted: 3rd Jan 2003 08:00
sorry I meat code*** in the position of my boxes (damn wine).
The Darthster
21
Years of Service
User Offline
Joined: 25th Sep 2002
Location: United Kingdom
Posted: 4th Jan 2003 00:07
It would be easiest to make the level at run time using boxes, you'll need an array or some way of storing the box positions, but from this same data you can also create collision boxes. If you want, you could make your own pieces of scenery, square buildings and the like, and use collision boxes for them as well.

Making levels externally is fairly easy, but making the collision boundaries externally is very hard.

Login to post a reply

Server time is: 2024-05-18 05:40:29
Your offset time is: 2024-05-18 05:40:29