Tile based worlds in OpenGl
OK, I am writing an RPG, and I need to know whats the best ways of representing the world in OpenGL in perspective.
Andrew
"#define QUESTION ((bb) || !(bb))" - Shakespeare.
SLARTIBARTFAST00
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Just model the whole world OR make it tilebased
(you can find me on IRC : #opengl on undernet)
Yeah, I _am_ making it tile based. I just need some tips for doing it tile based.
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(I forgot to write the contents of the *subject line* in the actual msg)
SLARTIBARTFAST00
PLEASE SELECT WITTY .SIG: NoneWho is General Failure and why is he reading my disk?Microwave: Signal from a friendly micro...Multitasking: Screwing up several things at once...How do I set my laser printer on stun?Sarr! The spellchecker kinna take this abuse!
i always thought it would be cool if you could make a tile-based game, like diablo, that was 3d using 3d model tiles instead of 2d sprites
I do have an idea on it, it is in my doc. You just model the "tiles" as 3D objects (like the objects in the quake world for example) and then you translate them to the right positions using your tiling engine and then do the render. It is quite simple, just the same as moving objects around for 3D FPS.
I don''t see a flaw in the logic, I just don''t know about the implementation. I have never thought about targetting such things as objects and creatures. But I guess that it is the same as in a 3D engine
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
I don''t see a flaw in the logic, I just don''t know about the implementation. I have never thought about targetting such things as objects and creatures. But I guess that it is the same as in a 3D engine
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
if anyone wants to help im working on a open sourced rts game at the moment just started check out empires http://members.xoom.com/myBollux
Well to make it tilebased, you have to make a grid of quads rendered with their tile texture in an orthographic projection ... That''s for the tile, then, render the character with a perspective ...
(you can find me on IRC : #opengl on undernet)
the problem is, of course, that while in top-down tile games, you know exactly how many tiles to render in each screen, so that there are no gaps or anything, in perspective you need some line of sight algorithm to work it out, which would be quite difficult to do in real time
but you could have a vising program, where for each grid square you flag all the other grid squares as visible or not visible
but you could have a vising program, where for each grid square you flag all the other grid squares as visible or not visible
Gee... I wonder how quake handled its objects and the people running around? They all fitted seamlessly. You just specify the width (easy) of the 3D ''tile'' or block as it probably is now, you then translate all the vertices by the required amount. Hey presto! you have a world! It works exactly the same on any general tile map... YOU are the one who has to make it 3D.. It seriously isn''t as hard as you are saying. If you have a specified width that is. Units widths don''t change in any 3D API that I have seen...
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
-Chris Bennett ("Insanity" of Dwarfsoft)
Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
I made my own little 3d maze in OGL, by just stringing loads of blocks together. The code was hellishly untidy but it didn''t take me long. U can walk through the blocks etc.
add a floor, make a roof and there U have a 3D world....but some collision detection in it and movement......a fully 3d world
--Ched--
chris@ched45.com
add a floor, make a roof and there U have a 3D world....but some collision detection in it and movement......a fully 3d world
--Ched--
chris@ched45.com
--Ched--chris@ched45.com
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