also, i've noticed a lot of posts about "3d iso engines".... now this is just silly.
there is, IMO, a clear difference between iso and "3d". iso has no perspective correction, and 3d does.
Posted 24 August 1999 - 08:12 AM
also, i've noticed a lot of posts about "3d iso engines".... now this is just silly.
there is, IMO, a clear difference between iso and "3d". iso has no perspective correction, and 3d does.
Posted 19 August 1999 - 10:48 AM
Posted 19 August 1999 - 04:04 PM
Posted 19 August 1999 - 05:01 PM
UO is pure 2d, and it works just fine. Revenant (I think thats it) is a 3d iso game and it looks like it plays more like a 3d action shooter.
I would say that it depends on what you are using your engine for that determines if you should be using 2d or 3d.
Posted 19 August 1999 - 07:16 PM
-ddn
Posted 20 August 1999 - 08:40 AM
What I'm wondering is where you draw the line with 3D usage? Do you make the characters and items 3D objects, or do you just keep them as sprites? And do you limit it to and Isometric view, or can you use a first person view or a behind the back view?
Thoughts?
--TheGoop
Posted 20 August 1999 - 08:57 AM
-ddn
Posted 20 August 1999 - 01:35 PM
BTW, when I say 2D Sprites, im really talking about textured quads (made from two triangles).
--TheGoop
Posted 20 August 1999 - 04:20 PM
Posted 21 August 1999 - 12:12 AM
i'm currently trying to develop an iso with 2d tiles for the scenery and 3d (without perspective correctness - tis quicker) scenery and objects. i see little point in swivelling the landscape.. if you want this you may as well go the whole hog and use 3d - cose imho 2d sprites look poo in 3d landscapes.
3d objects (cos theres not that many) can be quite detailed... throwing around the scenery in 3d would take *ages*. it also means smooth movement and adaptable objects (real time transformations and the like).
anyway, just a thought.
dom
Posted 21 August 1999 - 07:20 AM
Posted 21 August 1999 - 10:14 AM
-ddn
Posted 21 August 1999 - 03:04 PM
3D ---> AI ---> 2D Blitting
If you don't do it this way, you can get some bad results, I never had this problem, but a guy of Creative Asylum told me, and he never told me something wrong, so I believe him.
It's easy to do, believe me. We use 3D to created craters and stuff like that, it looks nice, and the buildings on it look nice because they're pre-rendered.
CU
------------------
Skullpture Entertainment
#40842461
Posted 21 August 1999 - 05:59 PM
Posted 22 August 1999 - 09:21 AM
There isnt any point in writting a new engine, since almost any 3d engine which supports hardware acceleration would do. I would suggest using D3DRetained Mode, with acceleration and some smart management of frames, you can get quite reasonable frame rates and effects. There are many other issues involved ofcourse, but we can discuss those in another thread as this one is getting kinda long.
-ddn
Posted 22 August 1999 - 06:45 PM
Posted 23 August 1999 - 04:26 AM
Posted 23 August 1999 - 01:21 PM
-ddn