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3D in QuickBasic
#21
I get it. It is like someone created a level for Quake 2 and said "The Jitter Underground, the ultimate experience in 1st Person ShooterS" :rotfl:

Anyway, they added lotsa features to the engine. As far as I remember, the original engine just had that raycaster renderer, not scrpits nor NPCs. It was the graphical part the only thing they didn't code.
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#22
MUX is pretty cool. The field of view feels a little small though.

What's this deal with 3D engines?
Basically, if it was width, height, and depth, I call it 3D.
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#23
Yeah, surely raycasters are "3D projections", but not 3D games, 'cause you only have 2D maps (even if they have heights). In a 3D game you, for example, could walk thru a corridor and then twist and walk thru another corridor which is over the first one. On raycasters you just have 1 level (at different heights) so it is a 2D game but with a funny projection on screen.
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#24
[wildcard]Not funny, so removed[/wildcard]

anyyyyway, raycasting is a close enough hack to be called 3d. i'm sorry i brought it up.
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
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#25
Hehehehehee --- very funny :rotfl:
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#26
Anything that is 3D on a screen is a projection.
I understand how raycasters are limited compared to other 3D engines, but just to rule them out as not 3D isn't the correct assumption. The early 3D chess games weren't true 3D, but they showed depth which made the game 3D, because it wasn't plain flat like others.

The thing that I really disagree about is Doritos 3D. Heck! Their origianl chip was 3D really. Sure, it was a little thin, but still 3D.

I think the correct term to use when defining "true 3D" quake-like engines is the term "6D engine". 6D being 6 degrees of freedom(up, down, left, right, forward, backward, and all inbetween)

BTW, you can modify raycasters enough to have floors ontop of floors. Duke3D is a good example of that.
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