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Old school 3D engines


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#1 AgentC   Members   -  Reputation: 1260

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Posted 13 February 2014 - 09:20 AM

I'd be interested to read about the very old school (pre-Wolfenstein) 3D engines used in DOS-era simulation games such as LHX Attack Chopper, for example about the data / acceleration structures they used to represent the 3D worlds. Any resources you know of? A cursory Google search did not reveal much.

 

I remember programming filled 3D graphics in the DOS days using tutorials like the PC-GPE, but at the time my understanding of things like matrices, frustum culling, proper clipping or acceleration structures were pretty much nonexistent; if I had multiple objects to draw I'd just store them to a flat array.

 

Nowadays it's common to use a quadtree or octree, but when dealing with 16-bit segmented memory, it wouldn't be that straightforward.


Every time you add a boolean member variable, God kills a kitten. Every time you create a Manager class, God kills a kitten. Every time you create a Singleton...

Urho3D (engine)  Hessian (C64 game project)


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#2 AliasBinman   Members   -  Reputation: 420

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Posted 13 February 2014 - 12:56 PM

Have you read the Michael Abrash series of books. Its more than just graphics programming but still a great read.

 

http://www.drdobbs.com/parallel/graphics-programming-black-book/184404919



#3 AgentC   Members   -  Reputation: 1260

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Posted 13 February 2014 - 01:58 PM

Thanks, I've read some of his articles, but that's a nice compilation.

 

There's of course also the source code of Second Reality which includes a general 3D engine part, though that's still concerned with a rather small number of 3D objects in the scene so it uses a simple object list for the scene management as far as I understood.


Every time you add a boolean member variable, God kills a kitten. Every time you create a Manager class, God kills a kitten. Every time you create a Singleton...

Urho3D (engine)  Hessian (C64 game project)


#4 ericrrichards22   Members   -  Reputation: 757

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Posted 15 February 2014 - 05:23 AM

Fabian Sanglard (http://fabiensanglard.net/) has done a series of articles digging through various older now-open-source games and engines, including Wolfenstein, Duke Nukem, Second Reality, Another World, and Quake.


Eric Richards

SlimDX tutorials - http://www.richardssoftware.net/

Twitter - @EricRichards22





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