• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Guest Anonymous Poster

Help with a simple 3D engine

1 post in this topic

I am wanting to create a simple 3D engine kind of like the old Bard's Tale games (except using Direct3DRM
rather than raycasting).
The ground will be flat and all of the walls will be perpendicular to the ground. The movement will
be a square at a time and you will only be able to turn 90 degrees at a time. So I am dealing with 4 possible
directions. I have a couple of questions regarding this:

1) How should I store level data so that I can build my little 3D world based on it? Should I use 2D arrays like
a tile game or is something else better for 3D worlds?? Should the walls be built from cubes?

2) I need help with collision detection. I can only find very complex collision detection articles on the
net. I need something simpler. I just want to keep a player from walking through a wall or a
large item (fountain,tree, etc).

Any help that you can provide will be appreciated. Thanks.

0

Share this post


Link to post
Share on other sites
Well, if you want to make a _simple_ 3d engine, ala WolfenStein3d, you basically need to plot out your maze on a 2d graph. The easiest way is to just fill a square if it's a wall, and leave it empty if it's empty (for example:

struct square
{
int isfilled;
) grid[xsize][ysize];

You can of course add fields to hold more data like what texture you want to put on each face, etc. Finally, you need a scalar factor like:
#define METERS_PER_SQUARE 10.

In the 3d world, your character will have a position X,Z (we'll forget Y since this is a flat game). To figure out if you should be in a space or not, you don't have to check any 3d stuff, but instead you can check against your 2d data. So if the square at X/METERS_PER_SQUARE,Z/METERS_PER_SQUARE is a 'filled' one, there's been a collision and the player shouldn't move there. Trees and other large objects can be added to the square structure (for example a tree can be a circular radius inside the square where the player can't go.) If you're using C++ you can make a square class and add a method called bool LegalMove() to it, which would make things more tidy.

A step up from that system would have each square empty, but add:
#define NORTH 0
#define EAST 1
#define SOUTH 2
#define WEST 3

int wallexists[4]
to your square structure. This way you can have thin walls instead of fat, cubefaced walls.
Collision detection would now happen if the player would end up in a different square from the one they're in now (in other words, if they cross a potential wall), so it is almost as simple. You have the added benefit of making one-way doors this way also.

The next step up from that method would be a 2d system that uses a list or array of lines for walls. Collision checks are still 2d and not so complicated (given a player's current position A and potential ending position B, draw a line from A to B. If it intersects any wall-line, a collision has occured), and you can have walls facing in any direction, not just along the cardinal directions.

Hope this gets you started
-ns

0

Share this post


Link to post
Share on other sites