Pseudo-3D rendering (line based)

Started by Scavenger, Wed 03/11/2010 00:06:29

Previous topic - Next topic

Khris

The code is pretty messy right now; I might have a go and rewrite some of it. Whether I do or not, I'll post the source soon.

Monsieur OUXX

Quote from: Khris on Mon 08/11/2010 13:41:55
The code is pretty messy right now; I might have a go and rewrite some of it. Whether I do or not, I'll post the source soon.

I've heard that before! :-D
A zip, an upload, or I'll kill your dog, rape your family, and burn your house.
 

Kweepa

Nice job!
Now we "just" need some AI for the other cars!
Oh, and hills I suppose.
Chase HQ, here we come.
Still waiting for Purity of the Surf II

abstauber


RickJ

Hehehe!   

abstauber, you should have pasted his thumb-nail into your article.    ;D


Btw, apparently I am mor patient and less  violent than Mr OUXX

Khris

Well, the code is like a zombie with lots of makeup and band-aids trying to pose as a human. I'm not going to release it in its current form.
The driving physics also still needs a lot of work.

On the subject of hills: I guess some 2D raycasting would be needed for that; the main problem for me is to come up with a nice way of implementing smooth hills. I've thought of using bézier curves or parabolas, both are a nightmare to raycast though.

Btw, the car sprite and music are ripped from Lotus III on the Amiga and a Lotus III gameplay vid on youtube, respectively.

Alan v.Drake

Quote from: Khris on Mon 08/11/2010 20:28:03
[...] Lotus III on the Amiga [...]

Lotus III intro song is now playing on your mind

Kweepa

Quote from: Khris on Mon 08/11/2010 20:28:03
On the subject of hills: I guess some 2D raycasting would be needed for that; the main problem for me is to come up with a nice way of implementing smooth hills. I've thought of using bézier curves or parabolas, both are a nightmare to raycast though.

My thoughts exactly!
However, have you looked at Chase HQ on the Spectrum? http://www.youtube.com/watch?v=onhV55pUejk
This looks awesome, and presumably is doing something relatively cheap...
Still waiting for Purity of the Surf II

Dualnames

Me and my brother used to spent HOURS on Lotus. One of the best games of my childhood.  :D
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

abstauber

The internet never forgets :D

http://web.archive.org/web/20071109204800/http://www.gorenfeld.net/lou/pseudo/


Lou's version has hills and the archive has the code :=

Scavenger

OutRun seems within our grasp now! Seriously, I didn't expect this much of a response. The code people are coming up with is truly a marvel.

Quote from: abstauber on Tue 09/11/2010 08:53:02
The internet never forgets :D

http://web.archive.org/web/20071109204800/http://www.gorenfeld.net/lou/pseudo/


Lou's version has hills and the archive has the code :=

It also seems to have double roads! Awesome. Great for nonlinear paths. This should be an invaluable resource. I wonder why he removed the code, though.

Kweepa

#31
Quote from: Scavenger on Tue 09/11/2010 10:24:43
I wonder why he removed the code, though.

He was probably looking for a programming job and didn't want this old code to be representative of his work.
Nicely restored, abs!

EDIT: Hmm, I looked at the code... I don't see any support for double roads. It's not pretty, but that's typical of Allegro and straight C I guess.
Still waiting for Purity of the Surf II

abstauber


Shane 'ProgZmax' Stevens

#33
Hah Khris, that's cute ^_^.  The car reminds me of the wayback days when I played Rad Racer for the Nintendo World Championships (I got second place in the 12-17 group).

Wonkyth

Quote from: Khris on Mon 08/11/2010 20:28:03
On the subject of hills: I guess some 2D raycasting would be needed for that; the main problem for me is to come up with a nice way of implementing smooth hills. I've thought of using bézier curves or parabolas, both are a nightmare to raycast though.
Out of curiousity, what makes bézier curves/surfaces so difficult to raycast?
I've spent a great deal of time recently working with  bézier curves for 2D physics, and would be interested to know what problems occur when using the in graphics.
"But with a ninja on your face, you live longer!"

Khris

It's actually not as bad as I had expected, on the contrary in fact. I'm in the middle of implementing hills and a few other things, it's just that my fast and dirty code still sometimes tumbles over its own feet.

I think I've also come up with a fast way of handling the z-sorting that became necessary when moving away from a flat track.

SMF spam blocked by CleanTalk