Wow, asking a bit much there?
BYOND can't do 3D. The most it can do is mimic the effect with either pre-rendered images, or by using a first person texture scaling system, or by using an isometric engine, which I am sad to say, is NOT 3D at all.
These are exceptionally slow, because BYOND's framework is primarily server-side. All the screen calculations for the player are done on the server's dime, so basically, the more players you have, the more laggy the server gets, affecting everyone else.
there's not really much point to this kind of engine right now. Yeah, it looks cool, but it doesn't function too hot.
Eh you both are wrong in somethings you said. I've already played a 3D game on BYOND. It was simple and I don't remember who made it. It's not true 3D like in real games but it definately wasn't 2D (or iso). And no I didn't bring thisup becuase of the contest. I hate and could care less about isometric stuff. I was just curious to how the person would have made the 3D game I played.
|
Was it this one? --> http://games.byond.com/hub/Kunark/3DMaze
I played that one for quite a while. :P |
I hope he knows better than to call that 3D, since it's obviously not, despite what it says in the game's name.
|
Gah, have none of you played the Mega-Trippy BYOND FPS?
|
It was the mega trippy one. But w/e it doesn't matter. I know none of these are true 3D like I said earlier. I got my answer, you guys don't have to keep posting about this.
|
FinalFantasyGamer wrote:
It was the mega trippy one. But w/e it doesn't matter. I know none of these are true 3D like I said earlier. I got my answer, you guys don't have to keep posting about this. It's about as 3D as the original Doom/Wolfenstein was. |
Jon88 wrote:
It's about as 3D as the original Doom/Wolfenstein was. http://www.dr-lex.34sp.com/marathon/ aboutmarathon.html#Graphics This site doesn't have the original Doom's graphics, but it has Wolfstein 3D and other graphics of First Person Shooters of the mid-nineties. These games were made 10 years ago and the graphics are far superior to these "3D" games on BYOND. They're totally different engines. |
Exactly, not all 3D games were true 3D (they were done with 2D pictures/sprites, converting them into 3D. I know because I messed around with an editor for Doom/Doom 2 that allows you add sprite replacements as well as texturres). True 3D like what Quake has, would cause hectic amounts of lag. So, I doubt anyone is going to get that far, even if they are experienced or advanced coders. Wolf3D style graphics are easier to achieve, as demonstrated by Mega Trippy FPS. Doom style (not Doom 3) would be harder to obtain, since it had ceilings and floors (more lag infact, since the floors and ceilings had to be drawn right).
Edit: Another problem is getting a real working sky system, meaning even more lag. |
I'd like to apologize, but if you can't tell the difference between simulated raycasting, and a 3D engine, well, that's your problem.
Raycasting games aren't included in the 3D genre. And, to say the least, BYOND "Raycasting" engines are cheap emulations of them at best. To put it quite simply, BYOND is NOT CAPABLE of rendering modeled objects, therefore, BYOND does not have the capability of 3D as a standalone. Yes, it can be done in a hackish manner, and it can be SIMULATED, which is what you are attesting to, but I was 100% correct. BYOND does not support 3D, though, that is not to say, that one cannot program a basic engine using geometric functions to render a slow, unstable, almost useless viewport. |
actually byond *can* render modeled objects (more-or-less), just not a lot of them at the same time to be useful in a 3D-game. :p
|
I herad that Volte made a 3d game in BYOND before... of course I've never gotten the chance to play it personally.
|
No, Volte made a 3D game with a full programming language and he made the program show the image in Dream Seeker's map window.
|
If you learn the technique, 3d iconing will become easy. I did some research on my own and I do have some perfect byond 3d icons. Maybe I can show you some?
I know that iconing has to do with shadows. Like if you look at a 3d image, you will notice a side is lighter/darker than the other because of the light. If you know trigonometry, it will help. If you ever took art that will also help. |
Not only that, but it has to do with the angle and intensity of the light source. Not only does this apply to 3D, but it also applys to 2D.
|
You can use the map when you abandon it; you just can't let the player see it. There are several different ways you can do this. The simplest to program would probably be to just make icon=null in atom/New.