Jump to content
  • Advertisement

Archived

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

Seriema

GTA - Iso or 3D??

This topic is 6228 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

Hi! I''m thinking of either making an iso engine or an 3D. This talk about 3D iso (going in the threads) is very interesting. I tried to think of how it would look. Then it hit me! Is GTA (GrandTheftAuto, the game, you know? ) a 3D game or ISO? Since the buildings "move" in perspektive, and it zooms in and out depending on your speed. So it''s obiovsly 3D, made to look like 2D. Kinda the opposite of iso? }+TITANIUM+{

Share this post


Link to post
Share on other sites
Advertisement
*hmmmmmm*

Making an RPG like GTA (the camera angle in 3D), but rotate it to be like . Would that be very difficult?

It would be like 3D isometric... So what should I buy, an Isometric book, or an 3D one? Need the 3D one more I think.

But how should I start? First make a "normal" Iso engine in DX8, then change some classes/functions here and there so it becomes a 3D one?
Is it possible to devide the engine like that?? All the extra things like fighting, story telling, etc, and all that "fun stuff" are completed and working with the 2D iso. Then just change the graphics part (and maybe the path-finding algorithm to work in 3D) without changing anything else in the program?

Because that would be great! Do a 2D iso game, then change the graphics to 3D. (using DX8 from the start, it''s actually is 3D when it''s 2D. right?)

}+TITANIUM+{

Share this post


Link to post
Share on other sites
Umm,
GTA uses a height map engine. There are 64*64 ints. These ints are the height of ech square. The difference between two height makes a wall. This is all the 3D stuff. Use BSP or QuadTree to speed up your coede and then use simple 2D sprites for the people, weapons and cars and place them above the 3D objects. That''s it.

Share this post


Link to post
Share on other sites
aaaight!

The maps in GTA, were they tile based??

and if not, or either way plz explain, how does a "non tile based" engine work? How do one import a pretty picture of say 500x500 and make the character walk around it with proper collision detecting?

}+TITANIUM+{

Share this post


Link to post
Share on other sites
quote:
How do one import a pretty picture of say 500x500 and make the character walk around it with proper collision detecting?

Do you mean a pre-rendered background like in Resident Evil? One way of doing it is to show the picture and then use a low-detail 3d-model of the background to perform collision detection and depth test.

Share this post


Link to post
Share on other sites
No, I actually meant more like Baldurs Gate. Resident Evil uses different camera angels for every screen. I''m going for the birds-eye-view

}+TITANIUM+{

Share this post


Link to post
Share on other sites
DOH!!!!

Not 500x500, that''s smaller than the screen =)
I meant 5000x5000, forgot that extra 0

a biiig map that has to "scroll" when the character walks around on it, like Baldurs Gate. (yeah, I know. It''s gone from the topic GTA to BG, since GTA _is_ 3D and BG is _not_)

}+TITANIUM+{

Share this post


Link to post
Share on other sites
Baldur''s Gate (at least, the original) still uses square tiles for rendering. however, this is for rendering only. it just splits up the larger bitmap into bite sized pieces to aid with rendering speed. the map also has 2d polygons to separate passable areas from impassible areas, and for the location of traps and for "foreground" areas where you can "go behind" a building.

Share this post


Link to post
Share on other sites
quote:
No, I actually meant more like Baldurs Gate. Resident Evil uses different camera angels for every screen. I''m going for the birds-eye-view

Hmmm, I just realized that this is the isometric forum. Sorry. I''m an idiot

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!