Zeespace2x-0.1-2


namco

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Mar 22, 2006
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Website
www.stupendous-stuff.com
I've managed to get this engine working faster than before.

- changed resolution to 320 by 240 (ztest.c: 194, 195)
- changed tile size from 128 to 64 (ztest.c: 196)
- changed scale from 64 to 32 (ztest.c: 194, 206)
- changed from SWSURFACE to HWSURFACE (ztest.c: 193)
- found that the controls *do* work if you hold them in for 2 seconds

Controls (although it's faster you'll still have to hold down the controls for a couple of seconds before the engine will take effect):

R = Cycles the graphs
SELECT = quit
VOL UP = increase scale
VOL DOWN = decrease scale
X = Bump mapping on/off
Y = Shadow on/off
A = Turns the blocks on and off
START = moves the blocks

As before the source code is included.

ZeeSpace2X-0.1-2
 
Could you please try to make your news a bit more self-explanatory? There is absolutely no way to understand what ZeeSpace is about, not even a link. I have already made this comment before, I don't want to annoy contributers, but I think this is quite important.

Thanks anyway for writing GP2X code, whatever it does ;)
 
I also have no clue, what this is. ^^"" Is this an Animation? I just have a picture and when it's "animated" with "start" it looks like 0.1 FPS. And what do we see at the picture?
 
The least you guys could do is a quick Google search for Zeespace. In this case, that will answer all of your questions.

Also, this is an update to a previous post that was on the front page last thursday. More is explained there.
 
QUOTE
Could you please try to make your news a bit more self-explanatory? There is absolutely no way to understand what ZeeSpace is about, not even a link. I have already made this comment before, I don't want to annoy contributers, but I think this is quite important.

Thanks anyway for writing GP2X code, whatever it does


QUOTE
I also have no clue, what this is. ^^"" Is this an Animation? I just have a picture and when it's "animated" with "start" it looks like 0.1 FPS. And what do we see at the picture?


Many apologies.

Basically it's a 2.5D (as in the same style used in Outrun/Doom/Duke3D) rendering engine. I ported it to bring some attention to dev's if they want to use it in games.

I'll try to boost some more speed from it in the next release.

Previous link, that linoleum13 mentioned, is here.

If I've still not given you a clue/stuck etc then please let me know! :)
 
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namco said:
If I've still not given you a clue/stuck etc then please let me know! :)
Yes, I am not sure what "2.5D" signifies, perhaps a short video on youtube would help us.

while I like where this is going, I am not sure I understand what you are talking about.

As far as Doom goes, how is it 2.5d? I thought it was 3D. Outrun I sort of get, but all I have is a memory of mountains popping up and a track that takes 90° bends for no reason.

I am glad I am not the only one confused, perhaps we just don't get it.
 
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2.5D looks 3D, but it's more an interpretation of a 2D image in a 3D manner. Usually they're recognizable by lack of functions like jumping, height not mattering e.g. when shooting an enemy, and no overlapping areas.

Assuming I'm right, of course...
 
linoleum13 said:
The least you guys could do is a quick Google search for Zeespace. In this case, that will answer all of your questions.
True, and I actually did it. I am just trying to make some suggestions in order to prevent the GP32X home page to be too obscure.

Anyway, thanks to namco for his additionnal comment and link.

About the code itself and how usefull it is, I guess (I could be wrong) that it is very unlikely that we can make smooth animation with it on the GP2X. At least not with the fancy shadow effects that we can see on the screenshots.

However, this looks very interesting for fixed screen rendering. For example one could easily imagine a turn by turn tank game (like Scorched Planet), where tanks would move on such terrain, where the point of view could be changed, the terrain could be damaged... Sounds great actually.
 
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QUOTE
2.5D looks 3D, but it's more an interpretation of a 2D image in a 3D manner. Usually they're recognizable by lack of functions like jumping, height not mattering e.g. when shooting an enemy, and no overlapping areas.

Assuming I'm right, of course...


Yup

QUOTE
Yes, I am not sure what "2.5D" signifies, perhaps a short video on youtube would help us.


This is a topic on how Doom games were programmed. It's actually about Ray Casting and Ray Tracing. This should help! :)

QUOTE
As far as Doom goes, how is it 2.5d? I thought it was 3D.


No seriously, it's not. The best way to see it's non 3D in action is to use a Doom program (like Doom Legacy) and turn on mouselook. You'll find that when monsters move, when moving the mouse to look down on them and you are at a height above them, they will look like paper sprites. It's weird to see, but rather cool at the same time.

QUOTE
Outrun I sort of get, but all I have is a memory of mountains popping up and a track that takes 90° bends for no reason.


See the above link on ray casting. Someone posted a link about "Outrun" coding, well its actually ChaseHQ but it's the same engine.
 
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if you scroll down on the gp32x.de page, namco had already explained what zeespace is in his original post (5 posts down).

as others have said, 2.5D typically means an engine that does not keep track of up and down. in doom, you never have to worry about the vertical angle of your fire...if the enemy is at 12 o'clock, you will always hit it.
 
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rokdcasbah said:
if you scroll down on the gp32x.de page, namco had already explained what zeespace is in his original post (5 posts down).

as others have said, 2.5D typically means an engine that does not keep track of up and down. in doom, you never have to worry about the vertical angle of your fire...if the enemy is at 12 o'clock, you will always hit it.
Would it be possible, and if that, easy, to implement vertical aiming in a 2.5D engine? I mean, the engine could check if the "crosshair" (centre of the screen, mainly) intersected with the sprite you're shooting at, or something. I'm not sure how to explain it, but I'm sure it's possible somehow.
 
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Khatoblepas said:
Would it be possible, and if that, easy, to implement vertical aiming in a 2.5D engine? I mean, the engine could check if the "crosshair" (centre of the screen, mainly) intersected with the sprite you're shooting at, or something. I'm not sure how to explain it, but I'm sure it's possible somehow.



Of course it is. Duke Nukem does it (even though there were some kind of vertical autoaim, so you did not have to aim up and down, I think).

The problem is that to aim up and down, you have to look up and down, which should be avoid as much as possible, as the more you look up and down, the more the image is distorded, and the more obvious it is that the 3D is fake (cf Duke Nukem, again...).

BTW, the Doom and Zeespace are both 2.5D in the sense that they are fake 3D. However, the comparison does not go much further. So I am not sure that this is the best thread for this discussion.
 
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Well, they did stretch 2,5 to nearly 3D in Heretic. You and some enemies could fly, there were levels with one corridor over another... which led to some weird bugs if you used "no clip" mode.
 
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