Tim
Tim Robbins wrote in message <357BBAEF...@start.com.au>...
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.
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
_______ ___ __ __ __ ______ _____
/ _____/\ / | / /\ / /\/ /\ / ____// __ \
/ /\____\/ / /| | / / / / / / / / / ___/\/ /\_/ /\
\ \__/ /\ / / | | / /_/_ / / / /_/_ / /___\/ /_// / /
\____/ //_/ /|_|/_____//_/ /_____//______/\_____/ /
\___\/ \_\/ |_|\_____\\_\/\_____\\______\/\____\/
email : ucam_g...@hotmail.com
WWW : http://www.galileo.base.org
news : alt.games.galileo
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
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
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?
>
Thanks
/Linus
> 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