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Re: 8 bit 3-d game
Hello!
On Fri, 27 Jan 2006, aiiadict@gmail.com wrote:
Date: 27 Jan 2006 11:59:14 -0800
From: aiiadict@gmail.com
Newsgroups: comp.sys.apple2
Subject: 8 bit 3-d game
http://rich12345.tripod.com/8bit3d/index.html
There have been many people who have shown
interest in an 8-bit 3-d game, similar to Wolf3D.
There are a bunch of us who'd like to see, play the game,
but it seems there are also a few programmers out there
that would be interested in coding this game.
I don't know if anyone has actually started gathering
information, 3-d techniques, source code, etc.
please reply to this post with ideas, I'll add them to the
site.
I think we should start looking for :
1)3-d games for the IIe that we could disassemble and
learn tricks from
Elite, Arctic Fox (sequel to Stellar 7), Starglider, Space Rogue...
Elite has some pretty nice tricks to speed up the code (e.g. 8*8 bit
multiplication/division, fast line drawing algorithm.)
On the C64 there is also Mercenary, the only game I know of so far that
actually uses floating point values to calculate the 3d world. (All others use
integer arithmetic.)
Space Rogue is the only game that uses filled polygons, but it's also a bit
slow.
Please note: The way Wolfenstein works is _very_ different from the way
programs like Elite et al. work. Disassembling Elite for example will not
help you much with writing a Wolfenstein like game. (I've done that when I
was a kid, so I know. :-) )
Better have a look at Koronis Rift, Rescue on Fractalus or The Eidolon (all
from Lucasfilm Games).
2)3-d drawing tricks. wireframe, solid shapes, color
fill, 3-d level representation, perhaps display of tiles
in 3d at any angle, rotation?
I've written a little graphic demo for the AppleII/C64 that rotates some
spaceships taken from Elite but with filled polygons. If you need some fast
code for matrix multiplication etc, maybe I've got what you need.
3)game concept. run around and shoot enemies?
find treasure? fight armies?
4)game AI.... enemies gotta be smart enough to shoot
at you when they see you!
5)how to represent enemies? tiles? Have code to scale
tiles to screen, or have multiple tiles in memory, each at
a different scale (IE, 0 "feet" away, 10 "feet" away, 20"feet" away)
PHM Pegasus and Laybrinth both uses procedures to scale shapes.
In the past I've written games, completed all of the
level sequence, enemy sequence, etc, but then stopped
the project because I don't like drawing all the graphics!
:-) Me too.
now I've got a way to snipe graphics from other games, so
drawing isn't a problem.
Rich
Sorry, but what platform are you targetting? Standard Apple//e or AppleIIgs?
Wolfenstein3d was written for the AppleIIgs only. I can program the AppleIIe
easily since I've got an emulator with built-in assembler and debugger, but
I'm lost with the AppleIIgs.
BTW: Have you got a valid email address?
Holger