3D FIRST PERSON DEMO!!!!!

nayan rao

  • Posts: 8
hey guys i managed to simulate a 3d environment in stencyl.........please let me know what you think<a href="http://static.stencyl.com/games/36660-0.swf" target="_blank" class="new_win">http://static.stencyl.com/games/36660-0.swf</a>

« Last Edit: June 09, 2017, 08:35:50 pm by nayan rao »

krooshaka

  • Posts: 53
Pretty good stuff.

1MrPaul1

  • *
  • Posts: 1285
Very cool. Bu mouse  not rotat camera

Eriko

  • Posts: 162
You've made it!! Is that similar to how the first DOOM was done?

merrak

  • *
  • Posts: 2738
Pretty neat demo. Now you just need textures :)

I ran into a draw order error (attached). Those pyramids can be tricky.

Very cool. Bu mouse  not rotat camera

You have to hold the mouse outside of the white playfield.

airman4

  • Posts: 875
I tested , pretty awesome man
i'm subing to this thread

nayan rao

  • Posts: 8
I tested , pretty awesome man
i'm subing to this thread
thanks!!!

nayan rao

  • Posts: 8
Pretty neat demo. Now you just need textures :)

I ran into a draw order error (attached). Those pyramids can be tricky.

Very cool. Bu mouse  not rotat camera

You have to hold the mouse outside of the white playfield.
yes i didnt use the zbuffer or any occlusion removal algorithms....my algorithm calculates the centroid distance from camera focus to the centroid of each face and determines the draw order...so there might be some errors


nayan rao

  • Posts: 8
Very cool. Bu mouse  not rotat camera
bring your cursor to the left or right edge of the playarea

nayan rao

  • Posts: 8
You've made it!! Is that similar to how the first DOOM was done?
Ya i guess...but without the textures....thanks!!

merrak

  • *
  • Posts: 2738
DOOM (the classic version) was 2.5D, not 3D. I don't think you're going to be able to pull off a high enough polygon count for a FPS type game in full 3D--but you could easily make a space flight sim (like XWing or XWing vs Tie Fighter)

yes i didnt use the zbuffer or any occlusion removal algorithms....my algorithm calculates the centroid distance from camera focus to the centroid of each face and determines the draw order...so there might be some errors

Just a thought here--but I think there may be a quick fix to this problem. Instead of computing the distance from the centroid to the focus, compute the distance from the centroid to the plane representing the screen.

jffilion83

  • Posts: 131
Nice stuff, reminds me of 2012 when I was doing pseudo 3d, In the meantime Ill provide my own link while I find the solution to upload html5 to the arcade.  http://xenoscolony.16mb.com/GFX/

nayan rao

  • Posts: 8
DOOM (the classic version) was 2.5D, not 3D. I don't think you're going to be able to pull off a high enough polygon count for a FPS type game in full 3D--but you could easily make a space flight sim (like XWing or XWing vs Tie Fighter)

yes i didnt use the zbuffer or any occlusion removal algorithms....my algorithm calculates the centroid distance from camera focus to the centroid of each face and determines the draw order...so there might be some errors

Just a thought here--but I think there may be a quick fix to this problem. Instead of computing the distance from the centroid to the focus, compute the distance from the centroid to the plane representing the screen.
I will give it a try