I wanted to know if i could make a 3d style game or room... cuz in this game I'm creating is 2d but when he goes into the future i want him to go 3D and have the room move in a first person shooter style game(or if you've played halo... sumtin like that)...
Edit by strazer: Check out
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22615
and
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22560
you can have a first person perspective, but no, you can not have it be like you running around like doom, or halo.
you can bring in pre rendered 3d backgrounds into ags, and work with those, but again, no you cant run around in first person perspective.
hmm... there was a google search on doing it within ags... thats y i had asked this...i just forgot wut i was looking for when i did the search..
http://bfaq.xylot.com/#graphics01
http://bfaq.xylot.com/#editor14
Both answered.
Just you wait :D I'll be converting Doom into AGS some day :D
DOOM for AGS had been released already!
Wouldn't it be possible to make a rendered 3d enviroment with the Raw commands?
Absolutely, but it would be very slow using the Raw functions...
Hmm. Sounds very interesting though...
so if its possible...then anyone now where to look?
Quote from: [ ... ] on Wed 11/05/2005 12:21:32
Absolutely, but it would be very slow using the Raw functions...
Hmm. Sounds very interesting though...
Uh oh, there he goes again. Why can't you just make a normal adventure game? ;)
Quote from: .:¿—expert noob—¿:. on Wed 11/05/2005 14:58:08
so if its possible...then anyone now where to look?
It may be possible but it includes LOTS of scripting. Hard scripting I might add. I wouldn't even try to do something like that with AGS.
QuoteUh oh, there he goes again. Why can't you just make a normal adventure game?
:) I started thinking about it (just for fun) maybe I'll release a very basic demo soon... ;D
It isn't possible, if you want to do this look at Game Maker, which is much more suitable. Unless you have some idea of programming 3d games you won't be able to in that either, but there are some demos around that should help you. AGS is extremely unsuitable for this.
where can I get the AGS version of Doom?
Quote from: Gilbot V7000a on Wed 11/05/2005 09:29:13
DOOM for AGS had been released already!
Quote from: Sola on Fri 13/05/2005 13:21:49
where can I get the AGS version of Doom?
I'm hiding it in my secret underground mountain submarine lair. Only the elite of the AGS community is allowed to see it, and they must wow an oath not to leak it beforehand.
Actually, I've been thinking of writing a 3d environment renderer in AGS for some time... Thought the RawDraw functions are slow, so it wouldn't be that good to use...
I was toying around with some wireframe 3D using RawDrawLine. But since you can't fill areas with color, it didn't seem worth the effort to finish. If I should start again from scratch, I wonder if triangles wouldn't be the best approach? My main concern would be with clipping - I have no idea how to perform those calculations in AGS nor how to "limit" the drawing action itself.
Quote from: GarageGothic on Fri 13/05/2005 15:06:46
My main concern would be with clipping - I have no idea how to perform those calculations in AGS nor how to "limit" the drawing action itself.
AGS does the clipping for you, so if you just call RawDrawTriangle it'll automatically clip.
I see you've already started toying so I'm going to assume you're using floats in 2.7 and you've already projected lines into screen space.
You may have a problem with sorting however - drawing the close triangles on top of the far triangles. Is that what you mean by "limiting" the drawing action? There are several ways to approach this.
1) Sort by the average z value of the triangles (you can get that from the screen space projection).
2) A more sophisticated approach would check if all the vertices of triangle A are on the opposite side (relative to the camera) of triangle B, and if so draw A first.
A combination would be to first check if *all* the z values of A are larger than *all* of A's z values, then if not, try (2). If you have intersecting triangles, there's nothing you can do, short of a z buffer.
For the above approaches, you'll want to make a "display list" of triangle indices, then sort that list, then draw the triangles in the list order.
Another approach is to store the polygons in a BSP, like Doom did with its walls. There's loads of source code on the internet. If you can do matrix maths you can easily understand BSPs.
Hmm, since you can't copy structs in one operation and you can't get a pointer to a struct in an array, using AGS for this is going to be difficult...
Tuntis: do not quote the whole text of the person above you. understand that we are smart enough to understand what you will be referring to.
There are other game engines out there, ones with more abilites to do a Doom game with, thats why this is Adventure Game Studio. Yes, it may be feasible to create a doom clone, but it requires heavy scripting and time, and for you to just say "Just try to do it somehow" shows that you are just a kid that wants something handed to them. You have to work hard to make a great game. What makes you think that they would reveal the source code once they tackled this master project?
expert noob: you must reduce the size of your signature image to fit with the appropriate standards set by Chris Jones. The dimensions are described where you put the link for your signature in your profile.
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For those who are tickering around with this in their spare time, I wish you luck, as it may be difficult.
Where's the "A moderator was here" -sign? :P
Making the rendering engine for basic flat set height rooms with properish clipping wouldn't probably be that difficult, if you really look into it. The level just needs to be drawn in flat view and then the walls raised from the lines, and this rendered into the viewport... hmmm... That sounds much more complicated that it did in my head :S
QuoteAGS does the clipping for you, so if you just call RawDrawTriangle it'll automatically clip. [...] You may have a problem with sorting however - drawing the close triangles on top of the far triangles. Is that what you mean by "limiting" the drawing action? There are several ways to approach this.
Hmm, yeah, sorry. Actually I meant sorting when I said clipping/limiting. I must admit that I'm still learning the 3D graphics lingo :) I'm working off a book that I picked up at the library about OpenGL programming, and although it's a bit different from AGS script, much of the theory and calculation stuff actually works in AGS.
first person shooter ags game......hmmmm first person veiw is easy to make in the room options check hid player and use a cusorÃ, to make start a view of the thing dieing but moving around in frist person view is not posilbe unless
you madeÃ, walk around areas with hot spot thingys you stand on then go into a first
person view and shoot them off and once you got rid off the ones that view return to walk around area it would not look that good but it would be the best thing you could probably get.OR you could make it your up a fort thingy and there is masive laser cannon things
(i am speaking like a little kid on perpose by the way)that you use to shoot on coming invaiders and you have like shoot off all your foes with in some time limit or they blow the place up with some bomb thingys
Excuse me? Could someone translate that to english, I think it's a dialect of cs-speech, so it should be that hard... :P
But actually, your point is a bit primitive compared to what's already been discussed in this thread...
if i did sound "primitive" it was cause i didnt under stand those guys so wat eva they were saying was not computable to my brain so i just put in wat came to mind oh well,
AND I AM NOT PRIMITIVE!!!!!!!!!!!!! >:( >:( >:( >:( >:( >:(
Quote from: geomis on Sun 15/05/2005 06:51:16
if i did sound "primitive" it was cause i didnt under stand those guys so wat eva they were saying was not computable to my brain so i just put in wat came to mind oh well,
AND I AM NOT PRIMITIVE!!!!!!!!!!!!! >:( >:( >:( >:( >:( >:(
Maybe you shouldn't speak when you have nothing to say or if you don't understand the topic. Anyway, try to say something that others will understand!
Quote from: geomis on Sun 15/05/2005 06:51:16
if i did sound "primitive" it was cause i didnt under stand those guys so wat eva they were saying was not computable to my brain so i just put in wat came to mind oh well,
AND I AM NOT PRIMITIVE!!!!!!!!!!!!! >:( >:( >:( >:( >:( >:(
I did not say
you are primitive. I said the
methods you listed are primitive, as the discussion has since the beginning been way past the point of checking the "Hide player character" checkbox. The conversation has involved such functions of AGS that average game creator never even looks at...