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3d sprites

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Tim Robbins

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Jun 8, 1998, 3:00:00 AM6/8/98
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they get their artists to draw each character from a number of different
angles, then display the appropriate one at runtime. maybe they have
pictures of 8 different angles. then they would divide the angle in
degrees (0-360) by 45 to find the sprite number to use. It's the same
way it's been done for years in Doom, Duke3d, Wolfenstein 3d, etc...hope
this helps,

Tim


Nick

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Jun 9, 1998, 3:00:00 AM6/9/98
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Does anybody know how shadow warrior did their '3d like sprites'?

Nick

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Jun 10, 1998, 3:00:00 AM6/10/98
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No, but they rotate smoothly, not in 45, 22.5 or even 10 degree blocks
Any ideas about how they do that?

Tim Robbins wrote in message <357BBAEF...@start.com.au>...

Julian Jose Menendez San Francisco

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Jun 10, 1998, 3:00:00 AM6/10/98
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Nick (wen...@ihug.co.nz) wrote:
> No, but they rotate smoothly, not in 45, 22.5 or even 10 degree blocks
> Any ideas about how they do that?

What about modelling the character in 3d, and rendering it 720 times
while it's rotating... you'll get a precision of 0.5 degrees.

Bye
J.J.M.

Iestyn D.Bleasdale-Shepherd

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Jun 10, 1998, 3:00:00 AM6/10/98
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Does it not vary with elevation too? If it does we're talking oooooooh many
many images here and memory thrashing nightmares. They probably have some
method of morphing between frames so they don't need to store so many.


--
Iestyn

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Isaac Kuo

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Jun 10, 1998, 3:00:00 AM6/10/98
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In article <6ll5fk$64s$1...@newsource.ihug.co.nz>, Nick <wen...@ihug.co.nz> wrote:
>No, but they rotate smoothly, not in 45, 22.5 or even 10 degree blocks
>Any ideas about how they do that?

I've never seen this game, but one possibility would be to draw
the characters at a number of different angles, and then use
image morphing software to interpolate the rest of the angles.

For instance, you could draw a character at 8 different angles,
and then use image morphing to turn these 8 frames into a 256
frame animation of the character rotating in place.

>Tim Robbins wrote in message <357BBAEF...@start.com.au>...
>>they get their artists to draw each character from a number of different
>>angles, then display the appropriate one at runtime. maybe they have
>>pictures of 8 different angles. then they would divide the angle in
>>degrees (0-360) by 45 to find the sprite number to use. It's the same
>>way it's been done for years in Doom, Duke3d, Wolfenstein 3d, etc...hope
>>this helps,

--
_____ Isaac Kuo k...@bit.csc.lsu.edu http://www.csc.lsu.edu/~kuo
__|_)o(_|__
/___________\ "Mari-san... Yokatta...
\=\)-----(/=/ ...Yokatta go-buji de..." - Karigari Hiroshi

Link

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Jun 11, 1998, 3:00:00 AM6/11/98
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Julian Jose Menendez San Francisco wrote in message
<6llpqe$8hn$1...@sci.cpd.uniovi.es>...

>Nick (wen...@ihug.co.nz) wrote:
>> No, but they rotate smoothly, not in 45, 22.5 or even 10 degree blocks
>> Any ideas about how they do that?
>
> What about modelling the character in 3d, and rendering it 720 times
>while it's rotating... you'll get a precision of 0.5 degrees.


I think he's talking about those 3D sprites like in Shadow Warrior. If
that's the case, they're kind of like small voxel images. From what I've
read, they're a bit like sprites, but stored in 3D using an octree. Like a
bitmap skin over a volume. Just like sprites though, as you get close to
them they get really blocky.

- Mike


Dmitriy Lozovoy

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Jun 15, 1998, 3:00:00 AM6/15/98
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Pppphhhhhssshhh :))))))))))))))

Guys, just one little experiment:

Run the game and come close to the one of the 3D sprites...
Now duck... :))
..Still didn't get it?

THIS IS A 3D ARRAY :)))

And it's being displayed using some sort of raycasting i guess...

Isaac Kuo пишет в сообщении <6lmat5$hlc$1...@its1.ocs.lsu.edu> ...


>In article <6ll5fk$64s$1...@newsource.ihug.co.nz>, Nick <wen...@ihug.co.nz>

wrote:
>>No, but they rotate smoothly, not in 45, 22.5 or even 10 degree blocks
>>Any ideas about how they do that?
>

Linus Blomberg

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Jun 25, 1998, 3:00:00 AM6/25/98
to Dmitriy Lozovoy

I missed the original postings, what game are you talking about? It sounds very
intresting.

Thanks

/Linus

nick h

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Jun 26, 1998, 3:00:00 AM6/26/98
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Shadow warrior.

Linus Blomberg wrote in message <3592136B...@target.se>...

Matthias Paschke

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Jul 6, 1998, 3:00:00 AM7/6/98
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Dmitriy Lozovoy wrote:

> Pppphhhhhssshhh :))))))))))))))
>
> Guys, just one little experiment:
>
> Run the game and come close to the one of the 3D sprites...
> Now duck... :))
> ..Still didn't get it?
>
> THIS IS A 3D ARRAY :)))
>
> And it's being displayed using some sort of raycasting i guess...
>

a little 3d-array with a lookup-table for all the angles to draw !!simple to
implement!

think of the characters to be drawn in a cylinder-like shape.
now scanning one line of the cylinder will make a lookup-table of the pixels...

you have to construct one scan for every angle that must be drawn...

Matthias


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