But 3D models and textures are many times larger than dmi files, so resources couldn't be sent on the fly as they currently are.
Well, that's true, but the "on-the-fly" model is inappropriate for many existing BYOND games as well.
actually, there are several 3d engines, designed for html pages only that stream the data to the user, and ive played one of those games. It only took about 1 minute or so to get all the files on my 56k modem, and boom i was playing a 3d game right in a html page.
http://www.wildtangent.com
http://www.shout3d.com (older)
Also, 3D maps are much much more complex than 2D tiled maps, since they don't use tiles.
These would! The terrain would just be a grid of several 3D models.
actually, terrain maps of today's games just use a crap load of numbers and some commas. Each series of numbers completes a 3 numbered vertex(x,y,z) in 3d space. Using byond to do this sort of work is nearly impossible. The rendering cycle would be horrible and would probably take around 10 - 50 seconds to process, too slow for 3d.
There'd have to be an entirely new aspect of the language to represent textures for walls and such, which would take the place of turfs, which are no longer useful.
Maybe there's a 3D format in which the textures can be saved with the model information. That's what I had in mind.
there are several 3d formats that do just that, in fact quake 1 comes to mind when the maps had all texture data and files stored right in the map file. but thats been proven to be very bad and awful(maps become around 3 megs or larger). The idea is to get all the files the game will use onto the computer, then simply reference them and display them to the user from the computer's hard drive.
And the map maker would have to be entirely rewritten.. and 3D map-makers aren't trivial projects.
The map editor could still use 2D icons for the kind of thing I had in mind -- or it could even display the object's "text" value instead of an icon.
ok this will require a bit of explaining
when using the "i will place 2d icons in this map editor which will represent 3d models on the game" method is good, but not exactley the best method. Reason why is because constructing a world of static 3d models represented by 2d icons will get very "default" like. What if you want a wall to be 1 pixel over to the left instead of exactley snapped to the grid(this happens alot folks), you wont be able to define such minute detail. Having the ability to use brushes that can have any x,y,z value for each vertex point of the shape really defines how 3d games look so good today.
ok im tired of rambling,
FIREking
dont take this personal or anything
but thats how you program a 3d game, in a WIN32 Programming Language, such as C++.
and to get a 3d game up and running, youll need a 3d graphics api, such as open gl or direct x. and if you are too lazy to use those(which is very very time consuming, "reinventing the wheel"), then find a good solid 3d engine.
Seriously, go to www.yahoo.com and search for 3d Engines, youll find just about everyone that exists.
FIREking