Hooray! That is really cool Schrodinger.
I hope you the best of fortune for your hard work! Reading the post, I see the amount of time you put into this as well as still helping everyone out in the Forums!



Hooray! That is really cool Schrodinger.
I hope you the best of fortune for your hard work! Reading the post, I see the amount of time you put into this as well as still helping everyone out in the Forums!
Thanks Emerson
yeah, it's been a very long ride!
And it could still be longer... if the engine will be appreciated,
I could continue improving it, adding features, model packs
we'll see!
I'll open another thread with further details on P3D once everything is 100% ready![]()
Thanks! I'm looking forward to buy it![]()
Amazing, i cant believe you went through with something like this!
What peeks my interest though, and am almost afraid to ask, is what the underlying 'base' for this creation is?
It looks abit like the Mod7ex extencion i used to play around with, but this seems to handle fine texturing at the very least.
How have you created the 3D objects ( boxes for example ), using 4 Active Object?
schrodinger ,
when available package to clickstore???
Hi guys,
sorry I've been very busy these days (Christmas things!)
I was hoping completing some more examples for today but looks like I won't be able to,
as soon as these two-three missing examples are complete, I'll file the package to the clickstore for approval.
Don't know how much (and if) will it take then
(maybe they'll be taking holydays for some time?)
And of course I confirm what Happygreenfrog says: all deformations are achieved using MuddyMole's "Quad" shader. Nothing else is needed.
@King_Cool:
3D Objects (as "movable sprites" also) are configured as "pairs" of active objects:
- one being the "map" top-view tile you can place to build your levels
- the other being the "texture" bank, with all faces textures saved as "animation directions" for various faces of the cube (or other -limited- shapes).
More informations in the new thread I'm going to open as soon as the thing is 100% ready!
Thank you for your interest in this project I've worked very hard on
and Merry Christmas![]()
This is really cool. Would it be possible to use this to make an old school fps like Wolfenstein 3D, meaning raycaster-like indoor locations?
Yes,
only problem with first-person cameras is near-distortion when a texture (-> wall) slips out of view is more noticeable,
this is among limitations P3D has to deal with due to to the inapplicability of clipping (and of a real perspective transform of textures) with pixel shaders.
(although strictly 90° vertical walls situations -as Wolfenstein is- would be totally solvable in a clean way with some modifications,
maybe I could include something for this later, with a modified version of the shader we already have -
It didn't make in this version because in all other situations it is not applicable and drains some extra fps)
quick update:
Ehm, the "tie fighter" example is taking some unexpected extra time
(but led me to add a new feature: dynamic+customizable centers of rotation for 3D objects)
so this -and Xmas times!- is making for some extra delay, sorry guys.
Will try my best to complete this slightly advanced example and file the package by the end of this week.
Did you ever fix the issue with sprites jittering when you attach a camera to them?