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ISDCaptain01

psuedo-3d fps(doom 1) possible using allegro 4.2?

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Ive been programming 2d games for a few months now and got a few games completed. Although im still learning a lot about 2d, I was wondering about if it would be possible to make pseudo fps tech demo(original wolfenstein/doom) using allegro 4.2. I know allegro isn't a 3d power house, but I want to know what techniques I should research to make something like this?

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Ive been programming 2d games for a few months now and got a few games completed. Although im still learning a lot about 2d, I was wondering about if it would be possible to make pseudo fps tech demo(original wolfenstein/doom) using allegro 4.2. I know allegro isn't a 3d power house, but I want to know what techniques I should research to make something like this?

I think you'll find this article useful:

http://lodev.org/cgtutor/raycasting2.html#Introduction (Covers basic raycasting - so you can go right ahead and code Wolf3D and DOOM when you feel like it! smile.png )

 

This I also picked from my bookmarks:

Ben Ryves built a JS raycaster : http://benryves.com/bin/js_raycaster/raycast.htm

- if you peek into his scripts with a good page inspector (Google Chrome's or Firebug, perhaps) you can break the code and see how he does things.

Edited by SuperVGA

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Ironically this is probably going to be harder than using "proper" 3D (via an API like OpenGL). Good luck with it though, it will have a much more authentic look smile.png

Edited by Karsten_

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Ironically this is probably going to be harder than using "proper" 3D (via an API like OpenGL). Good luck with it though, it will have a much more authentic look :)

Personally, I know I'd be able to make a raycaster with less effort than using a 3D graphics API or engine such as unity.

With a homebrewn raycaster, you can chose to do a minimal tile map visualization, and focus on the mechanics right away.

As OP is already using allegro and C or C++, I'd say it's a good and a not too difficult exercise.

(Sure if he wants to use shaders or meshes, or wants to use more complex geometry (sector-over-sector) etc, he'd be better off with a proper API)

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