Re: 3-D Programming
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Re: 3-D Programming
In a relevant comment I have heard, Right from the source!, that Id
Software is releaseing the source code to Doom... Several plans in
progress by indivials include an opengl version of doom and a
client-server based version of doom (to allow built in internet play)
to learn more about this finger Johnc@idsoftware.com (finger clients
can be obtained from www.shareware.com)
> Date: Thu, 21 Aug 1997 20:33:31 -0400
> Reply-to: "Thomas J. Hruska" <thruska@TIR.COM>
> From: "Thomas J. Hruska" <thruska@TIR.COM>
> Subject: 3-D Programming
> To: CALC-TI@LISTS.PPP.TI.COM
> Okay all you people who keep asking about 3-D games. I am going to release
> some highly secretive info. that only advanced programmers know about (and
> who subscribe to several Game Development magazines or spent $250 on game
> programming books). Here is the low-down on how a 3-D engine works:
> "slivers" and ray tracing
>
> I will be using the game Wolfenstein 3D for my discussion (DooM works in a
> totally different way but has the same 3-D principles).
>
> Ray Tracing is just a process of taking a central point (the user's current
> location) and "drawing" a line till it hits a wall/object on a 2-D map
> (DooM uses a Binary Tree format for its levels...not a 2-D map). If you
> span multiple lines so that they cover an area of 60 degrees (Field Of
> Vision or FOV), you can produce a realistic 3-D image. If you use sines
> and cosines for the line, you will need to account for the fact that you
> are super-imposing polar coordinates onto rectangular coordinates. Without
> counteracting this, you will end up looking through a fish's eye view in
> the 3-D world.
>
> "Sliver" is a technical term for drawing a scaled sprite. My SpriteDraw
> routine just needs a little editing and it will be ready for 3-D games. A
> "sliver" is just a single-pixel width sprite that has been scaled according
> to the Ray Tracer. All a 3-D game is made of is a bunch of little slivers.
>
>
> I hope that I have helped someone understand what a simple 3-D engine is
> made of. If you don't understand any of it, just e-mail me and I'll be
> happy to tell you. The source of this info. came in a book called "Tricks
> of the Game Programming Gurus." Dadelus (for the TI-85) was written using
> this and another book (can't remember the name).
>
>
> Thomas J. Hruska -- thruska@tir.com
> Shining Light Productions -- "Meeting the needs of fellow programmers"
> http://www.geocities.com/SiliconValley/Heights/8504
> http://shinelight.home.ml.org
>
>
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