Pseudo 3d?

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Post Options Post Options   Quote aridale Quote  Post ReplyReply Direct Link To This Post Topic: Pseudo 3d?
    Posted: 15 May 2012 at 6:10pm
Like Wolfenstein 3d or the original DooM? It was raycasting back in those days. I was wondering if theres any way we could do that with c2? I know @Yann did somethin like that in his maze but I dunno how lol =D
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Post Options Post Options   Quote Yann Quote  Post ReplyReply Direct Link To This Post Posted: 15 May 2012 at 6:41pm
In my maze there was no ray casting, it's only front plane and side plane sprites, rotated and scaled to create the scene.
That's why it's always a strict frontal perspective with the POV exactly in the middle of the front plane.
Making a wolfenstein-like... hmmm dunno, I saw a 3D plugin for C2 a while ago here...
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Post Options Post Options   Quote aridale Quote  Post ReplyReply Direct Link To This Post Posted: 15 May 2012 at 7:03pm
Im fine with the 90 degree only turns infact its exactly what I want what I was wonderin tho is how you did it lol
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Post Options Post Options   Quote aridale Quote  Post ReplyReply Direct Link To This Post Posted: 16 May 2012 at 4:11pm
Anyone else have any input on how this could be done in c2?
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Post Options Post Options   Quote R0J0hound Quote  Post ReplyReply Direct Link To This Post Posted: 16 May 2012 at 7:56pm
This page describes how to do ray casting:
http://lodev.org/cgtutor/raycasting.html

Here's a crude implantation:
http://dl.dropbox.com/u/5426011/examples11/raycast.capx
I have a slow computer so I made the example with a small display.
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Post Options Post Options   Quote aridale Quote  Post ReplyReply Direct Link To This Post Posted: 16 May 2012 at 8:24pm
wow my mind is blown lol. Now to try to figure out how that example works
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Post Options Post Options   Quote sinxdesigns Quote  Post ReplyReply Direct Link To This Post Posted: 18 May 2012 at 8:03pm
That's very clever. Well done!
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Post Options Post Options   Quote Wastrel Quote  Post ReplyReply Direct Link To This Post Posted: 18 May 2012 at 8:10pm
@R0J0hound, your "crude" examples always amaze me. Very nice job!
Don't see the fnords and they won't eat you!
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Post Options Post Options   Quote R0J0hound Quote  Post ReplyReply Direct Link To This Post Posted: 18 May 2012 at 11:00pm
@Wastrel Thanks.

Here is an improved example with:
* textured walls
* more precise wall/ray intersections
* angled walls
http://dl.dropbox.com/u/5426011/examples11/raycast2.capx
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Post Options Post Options   Quote sqiddster Quote  Post ReplyReply Direct Link To This Post Posted: 19 May 2012 at 11:49am
OK, how in the world is this done? We don't have sprite distortions like that!
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