Path: chuka.playstation.co.uk!news From: Andrew Murray Newsgroups: scee.yaroze.programming.3d_graphics,scee.yaroze.freetalk.english Subject: Re: Prerendered backdrop style 3D engine Date: Wed, 20 Oct 1999 18:33:12 +0100 Organization: Max Studios Lines: 73 Message-ID: <380DFCD8.B18940B@which.net> References: <380C496C.2D938EEB@easynet.co.uk> <380CA025.95BF08C9@which.net> <380D7D88.F8FC5E5@easynet.co.uk> NNTP-Posting-Host: p61-chaffinch-gui.tch.which.net Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="------------A4AB986A5A79EA8A2DC6116E" X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: en Xref: chuka.playstation.co.uk scee.yaroze.programming.3d_graphics:1419 scee.yaroze.freetalk.english:4941 This is a multi-part message in MIME format. --------------A4AB986A5A79EA8A2DC6116E Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit What I meant was start simple and build up to much more difficult things. Anyway you would do exactly the same. Make the invisible boundarys with arrays or whatever (there may be better ways!) and just position it where the table would be in the 3D world. Easy. E-mail me below if you need any other help. Max mad.max@which.net Philip Gooch wrote: > Yes, it would be easy to merely use the backdrop as a backdrop and just have a > predefined bounding area for each screen. But I was thinking more along the > lines of a more 'interactive' backdrop, where you can move behind and in front > of various parts of it (such as tables, chairs, stairs etc) and this would be a > pain, because you would have to slice up the background image then. > > I guess this is how it must be done. > > Phil > > Andrew Murray wrote: > > > I would imagine this could be quite easy, only thing is you might not have > > enough memory for all the images you want, I recon with 320x240 8bit colour > > you will get about 4 scenes and 5 may be pushing it. However you could use > > it 3 scenes at a time and after you finish one you could move onto the next > > or something by uploading them separately. > > > > Technically though: > > > > Create a bounding box kind of area (source code can be found quite freely on > > the NY demos hub) around where you want the player to be within, I recommend > > starting easy then add things like cars and fences later. Think about where > > you would want the bounding box and visulise it then., code! You could use > > arrays, ie: > > > > int boundry_wall[x,y,zpos] //width, height, distance in z axis /*this would > > do for a wall in the z axis then change for the x and y axis eg: int > > boundry_wall[x,y,xpos]*/ > > > > Simple and the way you implement it is completly up to you. Check the demo > > code hub though. > > --------------A4AB986A5A79EA8A2DC6116E Content-Type: text/x-vcard; charset=us-ascii; name="mad.max.vcf" Content-Transfer-Encoding: 7bit Content-Description: Card for Andrew Murray Content-Disposition: attachment; filename="mad.max.vcf" begin:vcard n:Murray;Andrew x-mozilla-html:FALSE org:Max Studios adr:;;;;;; version:2.1 email;internet:mad.max@which.net title:Mr fn:Andrew Murray end:vcard --------------A4AB986A5A79EA8A2DC6116E--