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  Sprite Based 3D in Java?  (Read 311 times)
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Online Jacob Pickens

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Do things you don't know how.


« Posted 2014-03-24 00:42:07 »

I want to do something cool like Prelude of the Chambered or I'm Scared. It's that fancy but simplistic style of 3D where ever object in the game is a sprite and not a 3D model. I'm sure most of you guys know what I'm talking about so I won't go into extreme detail but here are some pretty images:









So, how would I do this in Java? I already know Notch and many other people can do it, and I'd like to add myself to that list.

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Offline BurntPizza

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« Reply #1 - Posted 2014-03-24 00:45:39 »

Look up 3D projection. Don't be scared of the matrices, you can either trust that they work or use lots of trig.

Also, why not look at the source for PotC: https://github.com/skeeto/Prelude-of-the-Chambered?

And from the /r/gamedev sidebar: http://euclideanspace.com/

Very simple, likely crappy method off the top of my head would be to project all your geometry to 2D, and flood-fill in the spaces between points with solid color, starting with the shapes that are farthest away. That should get you started.

Edit: Note that what I just said is applicable for J2D or similar DIY rendering. If you are using lwjgl or similar, just use that.
You can use Decals or ShapeRenderer in libGDX for this kind of thing: http://www.mediafire.com/download/5ktjwqs6s3bjyjv/Tiles.jar (From a topic I made a while ago, WASD to 'walk')
Offline Longarmx
« Reply #2 - Posted 2014-03-24 03:14:19 »

These still are models probably. Just a simple quad in 3d space accomplishes this same thing.

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Offline aldacron

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« Reply #3 - Posted 2014-03-24 09:18:12 »

This technique is called raycasting. Hit Google up for raycasting tutorials and you can find a lot of stuff out there. Plus, it you can find it (out of print for a while now), the book "Gardens of Imagination" by Christopher Lampton is a really good treatment of the topic. He shows a few different approaches to it.

IMO, raycasting can be a fun and interesting thing to learn, but I wouldn't spend too much time on it. Even if you're looking to make a game with that sort of retro feel to it, it's probably better to use a simple shader-based renderer with cubed geometry for the world and billboard sprites for the entities. With a little bit of matrix manipulation and the right texture filtering, you can probably get nice looking view that brings the old games to mind but looks much better than an actual raycast engine.
Offline gouessej
« Reply #4 - Posted 2014-03-24 09:56:18 »

I agree with aldacron and raycasting is slow and can have an important memory footprint. I used it at the very beginning of my project.

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