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Work in Progress / 2D game viewed with 3D Camera (PlayBasic)

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Kevin Picone
22
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Joined: 27th Aug 2002
Location: Australia
Posted: 4th Feb 2006 19:17 Edited at: 31st Mar 2011 04:50
This example is viewing the map from the 2D plat former example using a first person camera (ie via rotating a vertex list to the camera). The example is written in PB v1.11 as a testing ground for future camera enhancements.

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Kevin Picone
22
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Joined: 27th Aug 2002
Location: Australia
Posted: 6th Feb 2006 12:22 Edited at: 31st Mar 2011 04:50
In this update the player can run around within the 2d map within the 3D world. There's two modes 1) a sort of attach to player and 2) is a FPS mode.

Performance wise on my good old Duron 800 it's not express (20fps), but considering this demo has no polygon clipping and is written in PB and not a part of the engine. I'm actually staggered it's even capable of moving let alone being playable. The 1 to 1.5 gig test machines are running this 35fps and over. So 60fps should be capable.

The clipping is a major issue in this demo. Currently it just turns every tile into a polygon and attempts a brute force render of every tile. This is really not necessary. As only the region of the map that's within the camera should be considered. Which removes truck load of overhead. but a good exercise for the time being

But anyway.. Also, the Running animation is by BlinkOK, which I've seriously butchered when resizing it..

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Sergey K
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Posted: 6th Feb 2006 13:27
cool. keep up the work dude. looks really nice

Freddix
AGK Developer
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Posted: 6th Feb 2006 15:42
nice :p

All we have to decide is what to do with the time that is given to us.
Kevin Picone
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Posted: 6th Feb 2006 21:21 Edited at: 31st Mar 2011 04:51
And here's today's WIP. (building a demo atm) This one adds some roaming aliens (well boxes, didn't have any art ) and mode selection window.

After some testing, the main bottleneck is pushing the raw polygons into the PB camera manually. As changing the resolution has minimal affect upon the rate. This is easily overcome once the built into the PB engine.

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David T
Retired Moderator
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Location: England
Posted: 6th Feb 2006 21:24
Aah, that looks pretty cool. Reminds me of that version of Metroid somebody made that was entirely isometric. Very retro. Well done

Kevin Picone
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Joined: 27th Aug 2002
Location: Australia
Posted: 7th Feb 2006 15:12 Edited at: 31st Mar 2011 04:58
Demo EXE With Source Code

Here's the demo + the source code (PBv1.11 or above). I've also added the roaming little bad guys (well blocks) from the existing 2D demo, screen mode picker and some more dots, cause I can

After some testing, the main bottleneck does indeed appear to be pushing the raw polygons into the PB camera manually. As changing the resolution has minimal affect upon the frame rate. This can easily (well to a degree) be overcome once it's built into the PB engine though.


Known Bugs

On some machines if you pick a 32 bit screen mode the main characters image mask will be visible (white boarder). It's a known problem. The code to correct it listed bellow. But i'm yet to get around to updating the EXE within the demo.

Also, the anim has some anti alias artifacts around the edges in it. I couldn't be bother removing them.


Download
http://www.underwaredesign.com/?l=2D-Game-viewed-with-3D-Camera
(1.5meg ish)


Patch to correct colour masking

Cut and paste the following loop into the MAIN source after line 76 (after the loadimage function call)



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