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: Tue, 19 Oct 1999 17:45:25 +0100 Organization: Max Studios Lines: 69 Message-ID: <380CA025.95BF08C9@which.net> References: <380C496C.2D938EEB@easynet.co.uk> NNTP-Posting-Host: p186-chaffinch-gui.tch.which.net Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="------------420115B9AA4752CBFCCAD48D" X-Mailer: Mozilla 4.61 [en] (Win95; I) X-Accept-Language: en Xref: chuka.playstation.co.uk scee.yaroze.programming.3d_graphics:1416 scee.yaroze.freetalk.english:4931 This is a multi-part message in MIME format. --------------420115B9AA4752CBFCCAD48D Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit 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. Philip Gooch wrote: > Hi > > I was wondering what might be involved in creating a 3D engine that used > prerendered backdrops, as in Resident Evil etc. > > Seems to me that this is harder than a realtime 3D engine (Tomb Raider > etc), because you would need to take your prerendered backdrop and slice > it up so that characters could walk around the scene realistically (i.e > move behind and in front of wall, cars, pillars and so on). Also, you > would need 'invisible' 3D objects to act as bounding areas for each > 'slice' of the backdrop. > > Has anyone tried this or got tips on how to start, sample code etc > > Thanks in advance > > Phil --------------420115B9AA4752CBFCCAD48D 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 --------------420115B9AA4752CBFCCAD48D--