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Zaccheus

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Posts posted by Zaccheus

  1. But it isn't 'running to eward you'

    Yes it is!

     

    You seem to be confusing the actual data with the representation of that data.

     

    The game world itself is 3D. The player's movements, the guard's movements, the architecture of the buildings, all of that is represented in 3D inside the game.

     

    Only when it comes to presenting all this to the player are we forced to render it in 2D due to the lack of 3D monitors.

  2. It does make sense when you ask how the 2D image on your monitor is generated, and how the player can move around in the game world.

     

    You are right about the 4D thing, though. In fact I remember a ray-tracing package which called itself 4D because you could do animations with it.

  3. Actually the first 3D game ever was done much earlier, but at this time it only had vector graphics. It still featured first person view alread, though and it was just black and white with no textures or colour. :)

    You must be talking about "Elite", published 1984 (not for the PC though).

    :)

  4. Hey Dram, that's massive !

     

     

    I'm a bit confused about the different coloured screenshots, though. One looks grey, another looks blue & yellow.

    :blink:

     

    Looking at your frame-rate, I was started thinking we should aim our mod at the kinds of machines which will be common in maybe one or two years time, if we can.

  5. As long as we are not using any Windows API calls (or Microsoft extensions to the language), it should compile on Linux without any problems.

     

    Personally I think we should concentrate on getting it all working at all (while keeping portablity in mind) and once we have a solid code base, we can think about other platforms.

  6. At least I now have some idea how it all fits together.

    :lol:

     

    Feel free to suggest other URLs though. ;)

     

    Please confirm:

    It is SDK 2 (edit: v1.1) that I should be using, right?

     

    EDIT:

    For some reason Doom3_SDK_2.exe installs SDK 1.1 - oh well.

    :blink:

  7. Ok I've installed, patched and played Doom3 (we are converting that to Thief ?! B) ) and also have the SDK installed (which version are we using?), but to quote GamersHell:

    "This SDK contains source code and header files for a variety of game subsystems, example maps and models, project files and more, but very little documentation."

     

    So ... any place I can find some documentation?

     

    Anyhow, I'll start off by getting the code to compile.

    :)

  8. I think Ishtvan also uses that version of the compiler. Only thing is you can't commit changes to the workspace probably if you add files. Not sure about this though, how compatible they are.

    Cool.

     

    I guess I should get Doom 3 & the SDK installed on my PC now.

    :D

     

    The VC++ Toolkit compiler is identical to the VC++ .net 2003 compiler, it just comes without an IDE. So I had to write my own (screenshot). ;)

     

    > If you have samples of earlier code I would also like to see a bit.

    I've attached the latest version of the Gravel v3 Physics Engine source code.

     

    EDIT - removed source. Please contact me if you want to have a look.

    :)

  9. I can send you some of the code for the Gravel SDK.

     

    I use the Microsoft Visual C++ Toolkit 2003 with my own IDE.

    That should be Ok.

     

    I got Doom3 this afternoon, I'll have to look into getting the SDK installed (I assume there's a link on Doom3.com).

     

    So am I right in assuming I can write the leaning functionality as a stand alone extension (presumably moving the camera in an arc), or do I need to get your framework code as well?

     

    (If I need to integrate my stuff into your VC++ Projects/Solution, I guess I'll need to get that VC beta)

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