Skip to main content
gamedev.net
🔒 Locked

EOB/Bard's Tale rendering techniques

Started by tau_alex 0 replies 750+ views
Original Post
tau_alex
tau_alex
Hello! I was recently replaying Eye of Beholder and Bard's Tale RPGs, it was great fun :) I just was wondering what techniques were used in those game to represent the pseudo-3D world? I'm aware of raycasting, but it seems they didn't use the raycasting, it must be something less CPU intensive. How is the world represented in those games? it should be some kind of a tile map with thin walls between the tiles. I will appreciate any info on this subject. Thanks!
Endurion
Endurion
The map is simply tile based and the rendered image is built of image sections. For example: The block to the north and west is a wall, so put a slanted wall image at the screen position.
The image sections are fixed pixeled images, no slanting or other calculations. Just a blit with a transparency key.
Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.