Author Topic: Psuedo mode 7 with lines?  (Read 12160 times)

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Offline Builderboy

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Re: Psuedo mode 7 with lines?
« Reply #15 on: February 22, 2012, 07:38:38 pm »
A trapezoid would make the math easy, but you also have to make sure to squish the lines closer together the farther they are from the players view.  The farther points are from the player, the more they are 'squished' in the Y direction.  I'll see if I can draw up the correct math, I think it might be relatively simple

Offline boot2490

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Re: Psuedo mode 7 with lines?
« Reply #16 on: February 22, 2012, 07:45:14 pm »
That's what my ENTIRE last post was about. I guess I am bad at explaining things.... Points closer to the wide end of the trapezoid get squished in. That is why it is a trapezoid. The trapezoid is transformed into the rectangle view. Like, if you cut out the part with the trapezoid, and then squished the ends so it was a rectangle, it would look like a rudimentary mode seven.
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Offline tr1p1ea

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Re: Psuedo mode 7 with lines?
« Reply #17 on: March 23, 2012, 09:17:36 pm »
basically you're wanting to draw a wireframe of the track in 3D instead of the rotating+scaling ala 'mode7' like in fzero? This idea has been mentioned before yet hasnt been overly explored.
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Offline DJ Omnimaga

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Re: Psuedo mode 7 with lines?
« Reply #18 on: March 23, 2012, 09:20:48 pm »
Yeah I think he wants to do something like GlassCars, but instead of having slopes, he wants to make everything flat. Basically zDoom/Doom 83 engine with lines at the bottom of the screen instead of full walls.

Offline tr1p1ea

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Re: Psuedo mode 7 with lines?
« Reply #19 on: March 23, 2012, 09:25:55 pm »
With appropriately designed tracks the calculational demand per frame might not be too intensive. Of course you wont get as much detail but you would still have a nice track to follow.
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Offline DJ Omnimaga

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Re: Psuedo mode 7 with lines?
« Reply #20 on: March 23, 2012, 09:42:41 pm »
Yeah true. If his tracks are very huge and complex, though, he might have to find a way to not have to display everything that is far ahead, like in old Nintendo 64 games when far away terrain did not appear completely.

Offline boot2490

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Re: Psuedo mode 7 with lines?
« Reply #21 on: March 23, 2012, 10:10:31 pm »
^^^^ (last four posts?)
My thoughts exactly.
My rotation is not working STILL though, rotating the wrong number of degrees. I think I am close to a solution though, so I will keep yinz posted. Once that is done, all is left is porting to AXE (from basic) and optimization.
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Re: Psuedo mode 7 with lines?
« Reply #22 on: March 23, 2012, 10:13:14 pm »
Yinz? ???
« Last Edit: March 23, 2012, 10:13:22 pm by DJ_O »

Offline tr1p1ea

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Re: Psuedo mode 7 with lines?
« Reply #23 on: March 24, 2012, 02:31:43 am »
Do you have the math locked down or is it the translation to code at this point?

(just wondering how you are calculating your rotations?)
« Last Edit: March 24, 2012, 06:41:35 am by tr1p1ea »
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Re: Psuedo mode 7 with lines?
« Reply #24 on: March 24, 2012, 02:50:44 am »
Yeah true. If his tracks are very huge and complex, though, he might have to find a way to not have to display everything that is far ahead, like in old Nintendo 64 games when far away terrain did not appear completely.
Lod system, level of detail, which decreases when the distance increases

Offline aeTIos

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Re: Psuedo mode 7 with lines?
« Reply #25 on: March 24, 2012, 04:39:08 pm »
Wow great explaination! ;D

edit this is what you get when not checking for newer posts :P
« Last Edit: March 24, 2012, 04:39:54 pm by aeTIos »
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