A92: [i3] and other developments...


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A92: [i3] and other developments...




To whom it may concern:

I'll keep this short.  Insight 3D, or [i3], has been terminated.
The project is permanently shutdown.  Please do not ask if you
can continue the project.  I do not mind if someone develops a
similar product, but change the name so I cannot be accidentally
affiliated with it.

There are really two reasons why I chose to end [i3].  The first
being some changes in my life--priorities and the like.  I still
love programming computers and do not intend to stop.  However,
I started to look at all of the projects I started.  I analyzed
them for their actual worth.  This led to the second reason: I
feel that [i3] will not be useful.  Sure, a programmer who does
not wish to do their own 3D graphics will not mind calling some
routines to add that special flair.  However, the prime use for
[i3] will be games.  Most of the 3D games being developed will
mirror Wolfenstein 3D, Doom, Descent, or Quake 3d engines.  It
is these engines that take advantage of certain "knowns" that
will normally slow down [i3].

As I said before, I do not want this to drag on.  I'll add this
as it is sure to come up: I have no source code for [i3] to
give out.  Throughout my research (of which I did and lot, and
I at least got something out of this) I was never able to come
up with any working models.  I have a few low-level routines,
but these were not even part of any version.  If you insist
that you can make use of these, email me and I can send them.
(One routine is for filling spans quickly, the others deal with
alternate grayscales.  The span can take two shades and blend
them across the span.  NOTE: This is only for the alternate
grayscale routines.)

-------

As for other developments, I plan on making my own 3D game.  I
figure that I can use this knowledge to put something useful.
I will probably release the engine or make it easy to make your
own levels.  This 3D engine will be designed specifically for
1PP games.  I'll probably use the Doom model, which means you
can have non-orthogonal walls and different heights.

I won't have anything for a few months as I need to do some
planning on the actual game.  I have an idea.  Lemme know what
you think:

  * LIFE -- This is based on the LIFE algorithm.  The 2D map is
    extruded to make a 3D world.  As you move around the world,
    you have to avoid being crushed by the walls.  These walls
    instantly change based on the LIFE algorithm.  The goal of
    the game would be to find certain objects to pass each of
    the levels.  Perhaps keys and chests and the like.  The
    trick is to know how the LIFE algorithm works.  You could
    also influence it by placing your own blocks for the next
    life generation.  For instance, a spinner might be hiding
    a key.  You place a block and cause the spinner to break
    up.  But as the levels increase, so does the speed of the
    generations.


====
Aaron Hill (Redmond, WA)
E-Mail: SeracOhw24@msn.com
IRC-Nick: Serac (EF-Net) (was SeracOhw)