Pseudo 3D engine
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
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
Let me fix those for ya.
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/
http://www.idsoftware.com/business/techdownloads/
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.
...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.
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.
I tried implementing the above in C# MDX once and the experience left me traumatized.
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.
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.
Quote:Original post by beebs1This 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.
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.
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