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  #16  
Old 08-30-2003, 03:48 AM
Shaun Shaun is offline
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Quote:
Originally posted by marcoR
3 Dimensions
X
Y
Z


look at your monitor, it only has 2 (the display surface) width, and height. graal it's 3D.
I'm talking about hypothetical situations. It could be argued at the same time that no games are 3D in the point I believe you are trying to express. I'm just confused about the placement and overall second sentence.
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  #17  
Old 08-30-2003, 05:45 AM
Kaimetsu Kaimetsu is offline
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I don't mean to sound cruel, but if Stefan were to devote effort towards a 3D playerworld (the first of its kind), he'd make sure it was staffed by reputable people.
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  #18  
Old 08-30-2003, 05:53 AM
Soul-Blade Soul-Blade is offline
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For a second, I thought this guy was thinking like I was a few days ago, then I saw his post and began to laugh.

Anyway, back to what I was thinking a few days ago. A SCRIPTED 3d engine using showpoly, and using 8 directional sprites. In other words, online Xenogears =P.

It is completely possible to do, and rather worth the effort. Well, that is, if showpoly supported tiled textures =P. Once that happens, I will be make this 3d thing into a reality, nothing fancy like the new unreal, but more like a layout like Xenogears only with better (MUCH better) textures.
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  #19  
Old 08-30-2003, 05:56 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by Soul-Blade
Anyway, back to what I was thinking a few days ago. A SCRIPTED 3d engine using showpoly, and using 8 directional sprites. In other words, online Xenogears =P.
So the environment is 3D but the characters are 2D sprites? It's all fine and well, but j00 gonna have problems with clipping. Nobody realises how difficult it is to script this kind of thing until they've actually attempted it.
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  #20  
Old 08-30-2003, 06:02 AM
Soul-Blade Soul-Blade is offline
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Quote:
Originally posted by Kaimetsu


So the environment is 3D but the characters are 2D sprites? It's all fine and well, but j00 gonna have problems with clipping. Nobody realises how difficult it is to script this kind of thing until they've actually attempted it.
Clipping?

I haven't yet attempted it, but I have started doing a bit of research. It seems rather difficult, which is why I am saving this for when I know I can complete it to my satisfaction (when texture support for showpoly is out).

I was actually thinking of doing a side project if I managed to get a script working nicely.
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  #21  
Old 08-30-2003, 06:21 AM
Kaimetsu Kaimetsu is offline
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One polygon overlaps another. How can you make sure that the 'front' polygon is fully drawn, and not the back one?
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  #22  
Old 08-30-2003, 08:07 AM
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Quote:
Originally posted by Kaimetsu
One polygon overlaps another. How can you make sure that the 'front' polygon is fully drawn, and not the back one?
I know you draw the one closest to the screen first ( duh and that could be easy) , but is there any tutorial anywhere you know about that explains how you do this easier with forumla's and what not so you wouldnt actualy have to draw all of the polygons behind the original front one??
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  #23  
Old 08-30-2003, 08:28 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by TB3
I know you draw the one closest to the screen first
Graal doesn't care about the order in which you draw the polygons, amigo. It doesn't have any effect on the end result.

Quote:
but is there any tutorial anywhere you know about that explains how you do this easier with forumla's and what not so you wouldnt actualy have to draw all of the polygons behind the original front one??
?

What possible alternate approach is there? The polygons at the front need to be at the front of the scene, otherwise it looks stupid. No magical formulae are going to change that.
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  #24  
Old 08-30-2003, 07:57 PM
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Quote:
Originally posted by Kaimetsu


Graal doesn't care about the order in which you draw the polygons, amigo. It doesn't have any effect on the end result.
I know that I meant in general sorry for not being specific i was tired


Quote:
Originally posted by Kaimetsu


What possible alternate approach is there? The polygons at the front need to be at the front of the scene, otherwise it looks stupid. No magical formulae are going to change that.

I know I just wondered if there were any tutorials that anyone knew about for using polygons and how you would know the location of each point based on x , y, z, direction, and rotation angle


And I was guessing the new coding / scripting engine would allow alot more game manipulation whenever it is released.
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  #25  
Old 08-31-2003, 03:49 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by TB3
I know that I meant in general sorry for not being specific i was tired
Well, in general - if you were coding this in another language - you'd draw from back to front, not the other way around.

Quote:
I just wondered if there were any tutorials that anyone knew about for using polygons and how you would know the location of each point based on x , y, z, direction, and rotation angle
There probably are, but it would be better to try and figure them out for yourself.
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  #26  
Old 08-31-2003, 08:21 AM
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Quote:
Originally posted by Kaimetsu

Well, in general - if you were coding this in another language - you'd draw from back to front, not the other way around.
Yes i know didnt word myself correctly (smacks self)



Quote:
Originally posted by Kaimetsu

There probably are, but it would be better to try and figure them out for yourself.
I will I just thought you might know a good one seeing your 3d ball with different numbers of polygons was very intriuging

*time for sleepz now *
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  #27  
Old 08-31-2003, 02:37 PM
GoZelda GoZelda is offline
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Quote:
Originally posted by Kaimetsu
One polygon overlaps another. How can you make sure that the 'front' polygon is fully drawn, and not the back one?
I noticed this, when i tried to make a 3d room... You can make a very simple room with one colored walls, but that's it.
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  #28  
Old 08-31-2003, 03:16 PM
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Quote:
Originally posted by GoZelda

I noticed this, when i tried to make a 3d room... You can make a very simple room with one colored walls, but that's it.
In what way is that room 3d?
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<Dustyshouri> no, RogueShadow is always talking about scripts lol
<Dustyshouri> in fact, he pretty much brought Graal back as a topic single-handedly
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  #29  
Old 08-31-2003, 03:52 PM
GoZelda GoZelda is offline
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1) i said trying ;P
2) try looking at it in small screen
3) think in broad terms
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  #30  
Old 08-31-2003, 06:10 PM
Shaun Shaun is offline
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Quote:
Originally posted by adam


In what way is that room 3d?
Reminds me of Earthbound rooms.
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