agj wrote:Whoa, isn't Doom, like, considerably more complex than Pong, though? Actually, Doom came to mind and then I thought "better be Wolfenstein 3D, it's all in a single plane". I do think something along those lines is what I'm gonna do. Actually, it's gonna be a collab with GregWS.
Whoops, I thought Wolfenstein and wrote Doom. But yeah, basically everything on a single plane, you got the idea. I need to actually research these things before I write them down. :\
Can't wait to see what you guys come up with!
So what I'm fuzzy about is what I do with the level model. Say I go with 2D collisions for simplicity's sake, since I'll probably skip jumping and whatnot. Will I need another representation of the level to check against, or can I get away with colliding against this visual model itself somehow?
How are you building the level? In Feign I used a 2D array as a tile map, so I just checked collision for walls/etc. against that.
I'm not exactly sure what you mean by colliding against the visual model itself. Like a 3d hitTest?
So how was it with Feign? Other than Papervision, what did you use to make it?
For the human models I used blender. I seem to remember that it has a way to export models to an .as file which papervision could read? I don't know if I'd recommend it unless you're trying to do more complicated things. There are probably better options out there. If you do end up using a modeling program, make sure that it exports to something away3d can use.
The texture is just a 2D image overlaid on the game that moves when the player turns.
The walls and such are basically Papervision's default cubes. Although I did have to modify them slightly because they were too slow originally (I didn't ever need to render their tops or bottoms, for example).
Apart from that, it's all actionscript. The non-euclidean stuff is just done by warping the player into a new room that resembles the old one in the right places.