Showing posts with label problem. Show all posts
Showing posts with label problem. Show all posts

Sunday, June 9, 2013

Fully fake-3D rendered 3D world.

I'm pretty happy that I can report some more progress:

However, I am running into performance issues that I cannot properly address as long as I am using Game Maker.
The trouble is, I need to do a lot of math in Game Maker, whereas in Java I only need a few lines of code.
So I'll be busy getting the exact same thing to work in Java right now and then I'll be continuing from that.

Friday, May 17, 2013

Isometric view: Solution?

It occurred to me that, if normally the square on which the texture is drawn can't be transformed properly, why couldn't I simply make a primitive?

So I'll research using primitives for my isometric view now.
Here's what I understand so far:
(Fixed as of May 27.)

Notice the 2 triangles (ABD) and (BCD) the primitive gets split up in.
This way it is easy for the computer to draw the shapes.

Now I can have my texture:
And map the texture to the primitive as follows:
(WA), (XB), (YC), (ZD)


Can you imagine a field full of those?
This is how it looks:


Not bad at all. The texture is a bit blurred, but I will scale it down in the final game instead of making it larger, which will reduce the blur but hopefully retain the feel of the texture.

But all we have now is still a grassy plain, without any hills whatsoever - I'll have to add an extra dimension to my array soon, and recalculate the drawing height. Wish me luck.

Thursday, May 16, 2013

Isometric view

I'm running into some trouble when making the isometric view.
I'll try to explain my problem.


I have an original image. It's a square 32x32 tile.
I want to rotate it and scale it down vertically for it to be able to fit into the isometric grid.
I want to keep rotating it under different angles before scaling, because I want to smooth 360 degrees turn.

The top example is what I want to happen.
The bottom example is what happens in every tool I tried out so far.

I cannot add transformations to the graphic seperately.
Scaling seems to be prioritized over rotation by default, and I have no idea how to chnage this behaviour.

I'm of course working on a solution, but what I'm trying to achieve here is way more default to process for a computer than having to render an actual 3d view.

I will resort to 3d if I cannot find a way to change this, but either way, the results will not be seen in the final game. Unless you have a slow computer.