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Author Topic: Pseudo 3D road  (Read 5319 times)

MrTAToad

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Pseudo 3D road
« on: 2012-Oct-28 »
This website has a full pseudo 3D road system (including bends and hills), but unfortunately is written in Javascript...  If someone has sometime, perhaps they could convert the code to GLBasic.

Link : http://codeincomplete.com/posts/2012/6/23/javascript_racer_v1_straight/

Offline mentalthink

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Re: Pseudo 3D road
« Reply #1 on: 2012-Oct-28 »
This it´s a nice trick (I think it´s better do it in 3D, for the capabilities of GLBasic), but I found this web... I think more easy to port to GLbasic...

Here it´s all the explanantion, I think have to be the same like the info you post MrT
http://www.gorenfeld.net/lou/pseudo/

And here it´s the I think it´s the complete Code in Qbasic... (Not it´s too much large)
http://www.gorenfeld.net/lou/pseudo/ROAD.BAS

Here it´s a video example from the above info, but do it whit Blitzbasic
http://www.youtube.com/watch?feature=player_embedded&v=NF6dBkGfdWs#!

If anyone want find more info, this kind of pseudo 3D it´s called too, Mode 7, becuase in Snes was called Mode 7... perhaps the search can be a bit confused for Google, becuase can be reference to some modes in 8 bits computers... When I search it, I found some things about the great BBC Micro...  :-* :-*

Offline Ian Price

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Re: Pseudo 3D road
« Reply #2 on: 2012-Oct-28 »
I wrote a scrolling road system in Div many years ago for an OutRun clone I was working on. It was working pretty well, but at the same time Div died a death and I never released it, although I did talk about it on Div Arena. Div was DOS only so no longer works on modern OSs (Win XP and above) without DOSBox and I've long since moved on from that language as well as with multiple computers & laptops. I probably have all my source on a CD somewhere, but I'm not planning to look for it anytime soon.

Foppy's Blitz3D video example looks good, but is it 2D or 3D?

Funny enough, I was thinking about my road system a couple of nights back when I was reading the latest GAMEStm and they discussed the really poor C64 conversion of Super Hang-On.
I came. I saw. I played.

MrTAToad

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Re: Pseudo 3D road
« Reply #3 on: 2012-Oct-28 »
Quote
And here it´s the I think it´s the complete Code in Qbasic... (Not it´s too much large)
http://www.gorenfeld.net/lou/pseudo/ROAD.BAS
GLBasic version is in the Showroom :)

It's a shame a (simple) C version can't be found anywhere, which would be useful...

Offline matchy

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Re: Pseudo 3D road
« Reply #4 on: 2015-Dec-23 »
Okay. Who did this brilliant conversion?  :happy:

<a href="http://www.youtube.com/watch?v=6LA7P3RA0PE" target="_blank">http://www.youtube.com/watch?v=6LA7P3RA0PE</a>

Offline mentalthink

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Re: Pseudo 3D road
« Reply #5 on: 2015-Dec-23 »
WOW the last video is impressive...  is GLbasic ins't?¿(the little score font)  perhaps doing a "remake" of Out Run can be very interesting for the Retro-Community. I always read U.S Gold did very bad job with the 8 and 16 Bits, and I'm not sure if in PC we have an Out Run version like this, I know the 3D version but not is the same like the original 2D.


Offline matchy

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Re: Pseudo 3D road
« Reply #6 on: 2015-Dec-23 »
It is in GLBasic and converted from the Javascript tutorial (link in first post) that is really well pseudo 3d explained.

Offline mentalthink

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Re: Pseudo 3D road
« Reply #7 on: 2015-Dec-23 »
Thanks Matchy I don't remind the explanantion of the first post... I will take a look seems very interesting know all this things of trigonometry.  :good:

MrTAToad

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Re: Pseudo 3D road
« Reply #8 on: 2015-Dec-23 »
Yes. I converted it from the Javascript (which was a pain).  Haven't done much recently with my current game as I've haven't had much time.  At the moment, I'm optimising the colour calculating routine and once that is done I can get in all the tile collision routines.  And then after that is done, I want to design the first 5 or so levels (with placeholder graphics where need).  Then I'll know what needs to be changed (or added) - including front and side collision detection.

Offline matchy

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Re: Pseudo 3D road
« Reply #9 on: 2015-Dec-23 »
It is you MrToad as I suspected but a little confused about your overall progress because of the test project which was after that video. Shady and impressive dude.

MrTAToad

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Re: Pseudo 3D road
« Reply #10 on: 2015-Dec-25 »
Thanks.  I hope to resume work on it soon!

Offline matchy

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Re: Pseudo 3D road
« Reply #11 on: 2015-Dec-28 »
Noice. Hope you're not missing out on the super awesome LemonAmiga's top 50 Driving Games series with so many pseudo 3D racers that really compliments what you are doing.  ;)

<a href="http://www.youtube.com/watch?v=u7omdnbUtxw" target="_blank">http://www.youtube.com/watch?v=u7omdnbUtxw</a>

Offline erico

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Re: Pseudo 3D road
« Reply #12 on: 2015-Dec-28 »
Nice! I haven't seen that series yet. A bit long on each entry but quite informative and the narrator is really cool. Classy stuff.

Offline Marmor

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Re: Pseudo 3D road
« Reply #13 on: 2015-Dec-28 »
@ ian

Div Arena

Offline Ian Price

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Re: Pseudo 3D road
« Reply #14 on: 2015-Dec-28 »
Yep. It's back at long last. Not the same Div Arena it used to be, but it's something. There are a few of my very games available on the site - Xmas Lemmings, Xmas Rush, JetPak etc. All can be downloaded or played via HTML.

Mike seems to have done a cracking job. There are some speed issues in certain titles, but on the whole thery're good to go.
I came. I saw. I played.