Jump to content
• Advertisement

# Flatland

This topic is 4850 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

## Recommended Posts

I have a problem, and I hope someone will help me. I admit that it's not a common problem, nor is it something someone is likely to already know the solution for. I hope, howecver, that someone will take the challenge of trying to figure it out. I am currently contemplating a space combat game, and I've decided to do it in two dimensions, but with a twist. The space that the ships move around on will be 2 dimensional, but I want the space the camera moves around in to be three-dimensional. For a better idea of how this would work, I refer to flatland I want to allow this 2 dimensional "space" that my ships in to be able to warp, or bend. Objects which cause high space-time curvature such as black-holes should actually curve the space. I don't plan for relativistic effects such as time-dilation at this time, because of representation issues. I also want to allow for spheres and other underlying geometries, as well as just plain wierd Star Trek style space-time anomalies, although in my game these anomalies and constructs will consist of 3 dimensional warping of 2 dimensional space, so you will be able to see what the anomaly is actually shaped like. Unfortunately, I don't know how this could be implemented, code wise. I would appreciate any ideas about solving this problem I know that I've asked this several weeks ago, but I got very few replies, and none of them were helpful, so hopefully it was just the wrong time to ask. I hope I don't offend anyone by doing this.

#### Share this post

##### Share on other sites
Advertisement
If you intend to use a parametric surface, then you only need to evaluate the final position of a point using the 2D coordinates of that point as the parameters.

#### Share this post

##### Share on other sites
You want your action to take place on a 2-dimensional manifold, embedded in euclidean 3-space. Lucky for you, computer animation researchers are so down with this. You'll need to decide what the equation of your manifold is... whether it's a surface made of triangles (not really a manifold, but can be made to act like one), or a B-Spline or NURBs surface (this may well be a good approach, for your needs), or whatever. Then you'll need to describe how position, velocity, and acceleration in 3-space can be projected onto your manifold, to keep everything in line.

#### Share this post

##### Share on other sites
Great... do you know of an excellant tutorial about NURBS? If so, where? what sort of information is there on calculating the various geometric aspects(finding angles between three points, finding shortest distance between two points, etc) of such a space?

#### Share this post

##### Share on other sites
I'm not sure what web material on NURBS is out there... any decent computer graphics textbook should have a good section on them.

#### Share this post

##### Share on other sites
What you really want to invest your time and geomorphic interest into is Assembly language programming. If you can master this, you can make some incredible pixel shaders which will obsolidify and unrequite any necessitation of 3d to 2d conversion or conversation: You can bridge the boundary yourself!

#### Share this post

##### Share on other sites
Quote:
 Original post by FunkymunkyWhat you really want to invest your time and geomorphic interest into is Assembly language programming. If you can master this, you can make some incredible pixel shaders which will obsolidify and unrequite any necessitation of 3d to 2d conversion or conversation: You can bridge the boundary yourself!

What the heck are you talking about?

#### Share this post

##### Share on other sites
Hah, good. that didnt make sense to me either. I'd like to know what you meant.

#### Share this post

##### Share on other sites
Maybe he meant to say "I just bought Ultimate Spiderman and defeated Rhino" (ok, you need to have played it to get that).

Anyway, my first instinct would be rendering to texture in plain 2D and apply it to a grid to go crazy with in terms of twisting, bending and whatnot. Though the second instinct would be, that the result might look pretty ugly and stretched.

#### Share this post

##### Share on other sites
Don't know whether I understood the original question totally, but as a second possibility besides spline surfaces the FFDs come to my mind.

If not known: FFDs are grid based "free form deformation" tools, originally intended for modelling but also good for animation. Their initial state is a regular box grid, cylinder grid, or whatever, defining the "normal" 2D space. The secondary state of a FFD is defined after pulling the grid CVs around like wanted to model the warped space. This deformation is analogously applied to geometry.

EDIT: In comparison to spline surfaces the space between the CVs of a FFD is not so smoothly curved, since it is normally defined by tri-linear interpolation as far as I remember.

[Edited by - haegarr on December 5, 2005 2:04:38 AM]

#### Share this post

##### Share on other sites

• Advertisement
• Advertisement
• ### What is your GameDev Story?

In 2019 we are celebrating 20 years of GameDev.net! Share your GameDev Story with us.

(You must login to your GameDev.net account.)

• ### Popular Now

• 14
• 23
• 12
• 12
• 11
• Advertisement
• ### Forum Statistics

• Total Topics
634782
• Total Posts
3019266
×

## Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!