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Tales of Tamar | ||
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Description: ...the future... visit us: http://www.tamar.net Picture Stats: Views: 2947 Filesize: 46.7kB Height: 768 Width: 1024 Posted by: Wolfen at November 19, 2003, 09:01:32 PM Image Linking Codes
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InTheSand Posts:1766 | February 20, 2006, 06:14:00 AM Err.... Give me a "B", Bob! :-) |
that_punk_guy Posts:4526 | February 22, 2004, 01:13:29 AM Quote But Hexagons don't Tessalate... They don't? :-? |
mikeymike Posts:3413 | February 10, 2004, 01:19:53 AM Oooh, pretty. :-) |
bloodline Posts:12113 | January 22, 2004, 09:04:47 PM But Hexagons don't Tessalate... They would have to be Hexagons and Penagons.. much like C60 (can't do super script) |
Karlos Posts:16867 | January 07, 2004, 02:13:13 PM The hexagonal cell is the 3D 'tile' here, it seems. Of course you can go for a square cell also (exactly like a classic 2D tile when viewed from above), which is what I did in an old project. However, for 3D cards, everything breaks down into triangles. A square is then a pair of right angled triangles sharing their hypotenuse (sloping side). If you imagine looking straight down onto the map so the whole view becomes completely 2D looking, it boils down to this: A square cell, which is very easy to make into a mesh, tends to end up rather assymetric with leading diagonals from all the repeating right-angled triangles' hypotenuse lining up. This is not very nice for gouraud shading, you tend to notice the pattern a lot. The hexagonal idea requires a bit more thought to the positioning of the cells into a regular array to give a continuous surface but each triangle ends up equilateral and staggered, giving a regular, completely symmetrical structure. From a shading point of view, this is much better than the square cell approach. |
alx Posts:1023 | December 26, 2003, 10:02:40 PM Quote Hmm. Hexagonal cell structure I'm not a games developer, but wouldn't this be the ideal view to "remaster" 2D tile-based games like Historyline into 3D? |
that_punk_guy Posts:4526 | December 12, 2003, 12:21:39 AM Looks quite nice :-) |
mantisspider Posts:432 | December 02, 2003, 09:17:11 PM whats woof3d? |
woof Posts:94 | December 01, 2003, 11:12:22 PM Hi Yes it's an old picture but the actual viewer CAN render similar views (plus it HAS rotation/zoom/flip and of course map move) on windows, Linux & Amiga I wasn't favorable for the fog trick so the world "end" with those clouds . Be confiant the map can be fully flipped flat for "full 2D nostalgy" ;-> Of course still lots of things to do before releasing this 3D map Alain Thellier (Woof3d Author & also part time 3D coder for TOT ;-) ) |
Karlos Posts:16867 | November 23, 2003, 03:03:57 AM @lempkee Don't get me wrong, I wasn't knocking it :-) It looks cool, I was just thinking out loud... |
lempkee Posts:2860 | November 22, 2003, 01:13:47 AM karlos:its an old picture so dont expect too much just yet but i am pretty sure the view is just playing tricks in this shot , remeber its supposed to have roatation and depth etc... cheers |
lempkee Posts:2860 | November 22, 2003, 01:08:14 AM i love this game but i fear the 3d map might ruin the feel of tamar... lets see when its ready |
Karlos Posts:16867 | November 21, 2003, 03:20:05 AM From a purely technical viewpoint, I'm not totally sure about the perspective with the sky and all. It looks like the world suddenly ends atop an enormous cliff... It might be better to simply fog out the visible section (as it does now but over a greater fog length).. |
restore2003 Posts:786 | November 20, 2003, 03:25:26 PM Ahhh....such a pleasant atmosphere.... |
iamaboringperson Posts:5744 | November 20, 2003, 07:28:07 AM That hexagon thing is interesting |
Karlos Posts:16867 | November 20, 2003, 03:24:51 AM Very nice indeed :-) 3D accelerated I assume. Hmm. Hexagonal cell structure, perfect for 3D triangle rasterizers, nice symmetry for shading, level of detail tesselation is a doddle. /me makes mental note to steal that idea :lol: |