Pseudo 3D track Part 2

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Crivens

Here is a link to when he did have source code (2007). Possibly for an older engine, and by the looks of it in C (I've attached the file), but hell, might help, especially with more complicated stuff like hills.
http://replay.waybackmachine.org/20071109204800/http://www.gorenfeld.net/lou/pseudo/

I must admit an OutRun engine would be pretty damn cool in a retro kind of way.

Cheers



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Current fave quote: Cause you like musicians and I like people with boobs.

MrTAToad

Really must convert it sometime...

quangdx

Asobi tech - the science of play.
Spare time indiegame developer.

Dabz

You should see Cygnus who wrote the Blitz one, he pops into my site now and again... Worth the ask if the Blitz one didnt convert over very well!

Dabz

MrTAToad

Must do that some time!

erico

I was thinking of reproducing those effects inside glbasic's 3d engine for some time now...

..but I was going to go for a similar style, closer to Uberleden's style,
check teknospants game here and have a blast:
http://teknopants.com/games/uberleben/
That would be great on mobiles right?

I was thinking more like a game similar to FEEDBACK on the MSX or UNREAL on the amiga...

MrTAToad

That would be good!

Wampus

Quote from: erico on 2011-Jan-25
..but I was going to go for a similar style, closer to Uberleden's style,
check teknospants game here and have a blast:
http://teknopants.com/games/uberleben/
That would be great on mobiles right?
Yes, it would. There are quite a few "falling" games now but most somehow fail to be much fun. Uberleben was fun.

Slydog

Quote..but I was going to go for a similar style, closer to Uberleden's style

It looks like it is done (or at least COULD be done) in 2D, with a layered technique, kind of like parallax scrolling.
You wouldn't need 'sides', just a bunch of layers, with only about 20 visible at once. 
Use polyvectors, draw bottom to top, and just increase their size based on distance to the camera, and don't draw layers out of range.
(For scaling, imagine the center was (0,0), then multiply all (x,y) values by a zoom factor, then adjust to the proper screen location).
For collisions, only the top most layer would need to be checked (assuming that's where the player is).

Of course it could be 3D too!  With only 2D looking models.
But either way, very cool effect!
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]

Hemlos

You could use my bezier lib to reproduce these 2d/3d effects.
Bing ChatGpt is pretty smart :O