How to show perspective view in iTGB??
by Gagan · in iTorque 2D · 08/05/2009 (9:38 am) · 19 replies
Hey
I need to show a perspective view having a long track like the one we found in all racing games....i am using iTGB so i can use different levels to distinguish between the images...but what would be the format of these images??
Please help!!
I need to show a perspective view having a long track like the one we found in all racing games....i am using iTGB so i can use different levels to distinguish between the images...but what would be the format of these images??
Please help!!
#2
Great job Chris!
From the look of it its definitely worth the money.
Have you released any games with the kit?
08/06/2009 (9:22 am)
whaoo, I can't believe I haven't seen it before. Great job Chris!
From the look of it its definitely worth the money.
Have you released any games with the kit?
#3
08/06/2009 (10:42 am)
I haven't yet. Right now I'm finishing an update to the kit that makes adding new tracks, karts, power-ups easier. It'll probably be an update released in September followed by a game later that Fall. :)
#4
08/06/2009 (12:09 pm)
I could make an RPG with this thing
#5
I always wanted to have a perspective camera in TGB and ability to render 3d shapes and sprites through this camera. it seems like you can do it with the kit.
What other types of games can you do with it? how about 2.5d platformers like cloning clyde or splosion man?
08/06/2009 (1:09 pm)
Chris, It seems like the technology you are developing could help with a variaty of games, not just racing.I always wanted to have a perspective camera in TGB and ability to render 3d shapes and sprites through this camera. it seems like you can do it with the kit.
What other types of games can you do with it? how about 2.5d platformers like cloning clyde or splosion man?
#6
08/06/2009 (1:16 pm)
what you want sounds much more like real 3D not mode 7, so more or less the playfield of iTGE, not iTGB / TGB (there are things that are just not possible with TGB / iTGB as different optimizations to make it a good 2D tech removed 3D stuff you might / would need)
#7
08/06/2009 (1:37 pm)
I've thought about doing tutorials / kits for other genres, such as a mode7 platformer or RPG. The latter sounds like it's in fairly high demand, as a number of folks have asked me about RPGs. If people could elaborate on that a bit more, I could probably expand out the kit's features to meet the needs.
#8
But what I'd like to have is just perpective camera instead of ortho. without the overhead of a real 3d engine. I still want to make 2d games using TGB. with a bit of perspective.
08/06/2009 (1:40 pm)
yes, I suppose torque3d would be better for that.But what I'd like to have is just perpective camera instead of ortho. without the overhead of a real 3d engine. I still want to make 2d games using TGB. with a bit of perspective.
#9
08/06/2009 (10:39 pm)
Perhaps I'm missunderstanding but perspective does not exist without depth and 2D has no depth, thats why its called 2D ;)
#10
08/07/2009 (1:54 am)
true, but you can create the illusion of depth (parallax scrolling, mode 7, etc.)
#11
To me it doesn't sounds like a complicated code change, I'm just afraid to break something in the process.
08/07/2009 (8:25 am)
it would be nice to use 3d shapes together with sprites and render them using GL_PERSPECTIVE. so it's still a regular 2d game using TGB but when you have a 3d shape (lets say cube/wall) on the right side of screen, you see the left sides of the wall. when it moves left, you start to see it right side. this way we can make games like the new loadrunner that are essentially 2d with perspective.To me it doesn't sounds like a complicated code change, I'm just afraid to break something in the process.
#12
08/07/2009 (9:16 am)
Look at Mach Dice for an interesting accelerometer-based perspective effect. When you tilt the device slightly, the perspective changes so it looks like the dice have real depth. Something like that would be a neat feature in iT2D, although it's starting to move in on iT3D territory.
#13
08/07/2009 (10:14 am)
Actually, you can tilt / change perspectives with the kart kit. You could do walls on the sides, for example. OpenGL is pretty flexible. I just never got around to trying some more of the wild ideas I had. It takes some clever coding, but you can definitely do it.
#14
08/07/2009 (11:48 am)
A lot like this can be done. Question is really if the effort for faking it is not significantly larger than just use iTGE and actually HAVE the full 3D at your hand and "fake the bit of 2D"
#15
08/07/2009 (12:34 pm)
@Marc... yep. I've tossed around a lot of project ideas in my head, so I've got a pretty good feel for when the project becomes simpler to use a 3D engine and fake the 2D. But for the kart game that I packed in with it, it's definitely easier to do the 2D and fake the 3D. :)
#16
But for something like a Wolfenstein 3D clone and alike, real 3D would be much simpler and especially more performant than Mode 7
08/07/2009 (12:53 pm)
For a cart game in Mode 7 its clearly easier, as the setup with billboards would likely take more time.But for something like a Wolfenstein 3D clone and alike, real 3D would be much simpler and especially more performant than Mode 7
#17
08/07/2009 (2:22 pm)
what interests me the most is how a faux-3D engine like kart kit would compare to a true 3D engine, performance-wise.
#18
what would be the used images extension??
Please suggest??
08/10/2009 (11:36 am)
How mode 7 can be enabled with the iTGB?what would be the used images extension??
Please suggest??
#19
There is no mode 7 nor iso support in TGB / iTGB out of the box
the kart kit would implement it for you
08/10/2009 (6:08 pm)
Without coding from your end, you can't.There is no mode 7 nor iso support in TGB / iTGB out of the box
the kart kit would implement it for you
Torque 3D Owner Chris Jorgensen
Cascadia Games LLC