Half Isometric - half retarded

This topic is 4934 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

Recommended Posts

This is my horrible attempt at a semi-isometric rendering theory. Done in visual basic 6.0, I just wanted to program the theory and give a working example Projects.zip http://angelfire.com/pro/gramming/Projects.zip It has a few examples of stuff that I put together to show a friend of mine. The main example is Sample Render 1 through 3. I heavily commented sample render 1. Tell me what you guys think (**pre-pares to take a bashing**) Keep in mind, I only did it in visual basic so I could get a quick working example. I will explain what drives it below (the theory behind it): You have 2 pictures, 1 is the rendered map (with all objects rendered to it) and the other is a black and white walkable map. Black means you can not walk on it and White means you can. The base area of all objects are in black on the walkable map (remember this is an attempt at half-iso/3d (not sure what to call it)) In my example the character has certain attributes like x and y position, width and height and collision points. The objects themselves have attributes, like x and y, width and height and something along the line of collision boxes. Each object has a few properties. X and Y - width and height - whether it is in front of the character or not - and collision boxes. The collision boxes are just rectangles within the picture that determine whether or not the character is behind the object. If it is, then the InFront flag is set to true and the object is rendered in front of the character... allowing the character to walk behind the object, otherwise it doesn't render the object (since the map is already rendered with the objects in place there is no need to render the object unless it is in front of the character) That's the basic idea. Example 3 is pretty neat. I doubt you could really expand my idea, but for what it is, what do you think about it? [Edited by - remmargorp on June 6, 2005 12:13:23 PM]

Share on other sites
Nobody wants to beat me up for this...? Maybe the silence... is a sign...

Share on other sites
Maybe if you post some screenshots...

Share on other sites
The screenshots wouldn't impress as the graphics are a bit lame. I primarily wanted feedback on the thoery and the execution of the theory.

Share on other sites
Im a very visual person myself. Even horrible screenshots from an aesthetic perspective can give me a good idea of what's going on in theory.

Share on other sites
I downloaded it, but I didn't realize I was actually going to need Visual Basic (which I don't have) to run. That's going to limit the number of people who can test it significantly.

tj963

Share on other sites
I'm impressed. Good work. I like the collision, i found no faults in that. Maybe some animation now?

Share on other sites
Quote:
 Original post by tj963I downloaded it, but I didn't realize I was actually going to need Visual Basic (which I don't have) to run. That's going to limit the number of people who can test it significantly.

I normally do not like including executables in my distrobution files, primarily for security reasons. I will upload an executable and put it in a separate zip file A.S.A.P.

Since I was mainly testing theory I did it in VB to get it done as fast as I could. I have plans on moving the example over to C++ (however I am not the best at C++... I should be able to manage porting my example to C++ though). If anyone wants to help me/assist me in the process of porting it to C++ (without doing it for me), like show me example code of certain things that I'm not familiar with, I would be more than happy. Right now I plan on using GDI and the basic BitBlt functions like I did in this example. I'm not familiar with DirectX-OpenGL-or SDL enough to attempt it using one of those yet.

Quote:
 Original post by rpg_code_masterI'm impressed. Good work. I like the collision, i found no faults in that. Maybe some animation now?

There are no faults (shouldn't be) for now because I have the character moving 1 pixel at a time. (However there is a variable to change how much the character can move). I am working on my own way of checking without simply doing a check for each pixel in a line of where the character will be moving to. But I may end having to do it that way (it's just extremely slow in VB when you start adding background animation and stuff)

As for the animation, this was just a simple example, but sure... I'll throw in some animation as soon as I can get to making the executable and getting some screen shots up (however I am embarrassed to post screen shots)

Share on other sites
Well... I have not yet added animation. However I did add an Executables zip file and some screen shots. I didn't want to waste view time on this site so if you're interested I've got the pictures and source links uploaded to a website.

Collision.index

Source:
http://www.angelfire.com/pro/gramming/collision/Projects.zip

Executables:
http://www.angelfire.com/pro/gramming/collision/Executables.zip

Screen Shots:
http://www.angelfire.com/pro/gramming/collision/screenshots.html

I don't have time to add the animation in right now, but atleast I have progressed some more.

1. 1
2. 2
3. 3
Rutin
15
4. 4
khawk
14
5. 5
frob
12

• 9
• 11
• 11
• 23
• 12
• Forum Statistics

• Total Topics
633662
• Total Posts
3013231
×