From: "david.wyn.davies" Newsgroups: comp.os.msdos.djgpp Subject: Re: Help wanted for DJGPP project Date: Sun, 7 May 2000 11:43:31 +0100 Organization: [ posted via UKOnline ] Lines: 30 Message-ID: <8f3he8$n8$1@apple.news.easynet.net> References: <8f261l$457$1 AT apple DOT news DOT easynet DOT net> <009b01bfb805$34675e00$460f3acb AT default> NNTP-Posting-Host: tnt-10-65.easynet.co.uk X-Trace: apple.news.easynet.net 957696264 744 212.134.16.65 (7 May 2000 10:44:24 GMT) X-Complaints-To: abuse AT ukonline DOT net NNTP-Posting-Date: 7 May 2000 10:44:24 GMT X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com In a way ;-) It's an isometric 3D engine along the lines of that used by Diablo. The only code I've written so far is a Sprites linked list that allows me to load as many sprites as I want into the game. I did start on the tiling but I can't remember how far I got. The project will have several stages ... 1. Basic isometric. This is just the standard World generator without the lighting effects or the character sprites ... basically a 3D tile generator. 2. Stage 1 isometric. This will include the character sprites and will involve detecting objects in front of the character (and hidden pixel removal). 3. Stage 2 isometric. This includes fixed source lighting (e.g. torches on a wall). Characters which move into the light will be easier to spot. No shadow casting at this stage. 4. Stage 3 isometric. Will include moving light sources. Again, no shadow casting at this stage. 5. Final Stage. More accurate highlighting of character and object sprites. Real-time shadow casting. In the end, the whole caboodle will be moved over to Direct X - once I figure the damned thing out. Still interested? David