Re: A82: Update on...me (mostly the "3D game")


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Re: A82: Update on...me (mostly the "3D game")




Maze-3D is for the TI-86.  I think that is what you meant, just wanted to
make sure..

-- 
Bryan Rabeler <brabeler@ticalc.org>
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On Mon, 10 Aug 1998 ADAMMAN106@aol.com wrote:

> 
> In a message dated 98-08-09 13:24:53 EDT, you write:
> 
> > Isn't this list about Assembly for the ti-82 not BASIC for the ti-92
> >  On Sat, 8 Aug 1998 22:50:26 EDT ADAMMAN106@aol.com writes:
> >  >
> 
> Well it seems you're new to the list but all of the following is plans for a
> raycasting game similar to Doom by ID Software.
> 
> >  >Well, as I said earlier I've been away for a while, so I've done much 
> >  >thinking
> >  >and an unusual amount of BASIC coding, reading and re-reading of 
> >  >tutorials and
> >  >sourcecode.  Right now I've given up on the floorcasting in the 
> >  >worf-style
> >  >engine that I made in 82-BASIC and have moved on.  I am now working on 
> >  >a more
> >  >Doom-style engine in 92-BASIC (purely due to its power in variables 
> >  >and
> >  >subprograms) that has non-orthogonal walls.
> >  >I'm getting a clearer picture of the "3D game" (temp name) and its 
> >  >features.
> >  >Right now what I think it will include these features:
> >  >
> >  >* Non-orthogonal walls of same height
> >  >* Sector-based level structure
> >  >* "constant-z" based texture mapping
> >  >* sky picture (not texture) - you can see this as the rolling hills 
> >  >beyond
> >  >Doom courtyards and in Duke as the LA skyline (most easily seen on top 
> >  >of the
> >  >building that you start out on)
> >  >* Solid floor - texture mapped floors and ceilings are simply too slow 
> >  >for
> >  >practical rendering speed
> >  >
> 
> Right now I see that there is a 3D game "craze" on other calcs (World in 3D on
> the TI-92 and Maze3D on the TI-85.
> This gives me a chance to promote 3D Game, as it will be much more advanced
> than those two games (plus Daedalus on the 85).  Those games are Wolfenstein
> style raycasting engines, where the world is made up of huge cubes and all
> walls are 90 degrees with each other (orthogonal).  3D Game is made up of
> sectors with walls that are thin and at any angle with each other.  This could
> even be faster than traditional raycasting, but we'll see.
> I hope you don't mind, I took this oportunity to clear all that up
> 
> ~Adamman
> 


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