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WazzatMan

Pseudo 3D engine

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Well, I think I've got the hang of basic C++, but I think I'd rather wade deeper into it before I start looking into Direct X. I would download irrlicht or a similar 3D engine but I don't really have the resources to create models. So, does anyone know a good pseudo 3D engine? Something to create an FPS similar to Heretic/DOOM Or an rpg similar to Dungeon Master

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Quote:
Original post by WazzatMan
Well, I think I've got the hang of basic C++, but I think I'd rather wade deeper into it before I start looking into Direct X. I would download irrlicht or a similar 3D engine but I don't really have the resources to create models. So, does anyone know a good pseudo 3D engine?

Something to create an FPS similar to Heretic/DOOM

[img=http://www.likeacheese.com.ar/wp-content/uploads/2007/10/1_heretic.gif]

Or an rpg similar to Dungeon Master

DungeonMasterAtariST.png


Let me fix those for ya.


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You can download the source code for Quake 3. Although it's a bit dated, in C not C++ and in OpenGL. There are tons of maps and models everywhere on the net for Q3. You could always load them into another engine.

http://www.idsoftware.com/business/techdownloads/

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Correct me if I'm wrong but isn't heretic/doom (and even wolfenstein) in 3d?
...sure it is "old" 3d but I don't see anything that irrlicht or a similar library couldn't handle. The question really is if you would like to represent your monsters with a few axis-aligned billboards or a high-def model. For the old-school look I would go with the former and lo-res textures.

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You're right, but I'd rather use an engine with inbuilt support for shadows and lighting, for billboards, not just models. Not sure if irrlicht has those capabilities, I can't find anything about it.

I tried implementing the above in C# MDX once and the experience left me traumatized.

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I don't think you can calculate shadows and lighting on billboards - not how you'd want it to look, anyway.

Lighting relies on geometrical information (e.g. normals, tangents) which is provided by mesh vertices. Billboards are just screen-aligned quads.

If you use Irrlicht, there are plenty of free models you can download.

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Quote:
Original post by beebs1
I don't think you can calculate shadows and lighting on billboards - not how you'd want it to look, anyway.
Lighting relies on geometrical information (e.g. normals, tangents) which is provided by mesh vertices. Billboards are just screen-aligned quads.
This is slightly offtopic for the 'for beginners' forum, but you can approximate lighting and shadows using normal-mapped billboards (although these usually has to be produced from a 3D model to start with). 'Billboard Clouds' can also be produced from models, and support both lighting and shadowing.

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