How would I go about making an old style shooter, kinda like Wolfenstein 3d or
Doom?
Well, actually I've never played either, but I've seen screenshots.
Look up how raycasters work, I've written a lot of them, you can write one
in a few hours if you know how they work.
F. Permadi has a great tutorial. I think there are a couple of them on
pygame.org too.
Hope that helps,
-Luke
On Fri, Nov 27, 2009 at 4:03 PM, Yanom Mobis ya...@rocketmail.com
Also playing some of those games would help alot
On Fri, Nov 27, 2009 at 4:44 PM, Luke Paireepinart
rabidpoob...@gmail.comwrote:
Look up how raycasters work, I've written a lot of them, you can write one
in a few hours if you know how they work.
F. Permadi has a great tutorial. I think
Most likely using OpenGL.
Those games, historically, used a variety of tricks to avoid the need
for a fully general 3D system like OpenGL which would have been beyond
consumer computers of the time. Are you looking to imitate the
resulting look of the vintage games, or just make a simple 3D game
with modern tools?
On Fri,
Yanom Mobis wrote:
How would I go about making an old style shooter, kinda like Wolfenstein
3d or Doom?
One of the entries in the last PyWeek competition was more or
less a Wolfenstein 3D clone. You might like to take a look at
how it was done.
http://pyweek.org/e/robo-solo/
--
Greg
Want to make something like Wolf3d without all that mucking around in opengl.
I've looked at Robocalypto, a PyOpenGl shooter, and, well, I can't make heads
or tails of the code.
--- On Fri, 11/27/09, Bryce Schroeder bryce.schroe...@gmail.com wrote:
From: Bryce Schroeder
Luke Paireepinart wrote:
Look up how raycasters work, I've written a lot of them, you can write
one in a few hours if you know how they work.
The classic raycasting technique was designed in the days
before 3D hardware when the CPU had to do everything.
Nowadays it'll almost certainly be
Designing and implementing a 3D game without opengl or another 3D
toolkit is almost certainly much harder than learning OpenGL.
On Fri, Nov 27, 2009 at 3:53 PM, Greg Ewing greg.ew...@canterbury.ac.nz wrote:
Luke Paireepinart wrote:
Look up how raycasters work, I've written a lot of them, you
Bryce Schroeder wrote:
Designing and implementing a 3D game without opengl or another 3D
toolkit is almost certainly much harder than learning OpenGL.
I agree. OpenGL may seem rather daunting at first, but once
you get your head around the basics, you can do a lot with
it very easily.
For
On Fri, Nov 27, 2009 at 3:54 PM, Bryce Schroeder
bryce.schroe...@gmail.comwrote:
Designing and implementing a 3D game without opengl or another 3D
toolkit is almost certainly much harder than learning OpenGL.
I would actually agree with that. Plus, learning OpenGL now will give you
more
ok
--- On Fri, 11/27/09, Greg Ewing greg.ew...@canterbury.ac.nz wrote:
From: Greg Ewing greg.ew...@canterbury.ac.nz
Subject: Re: [pygame] First / Third person shooter?
To: pygame-users@seul.org
Date: Friday, November 27, 2009, 5:53 PM
Luke Paireepinart wrote:
Look up how raycasters work, I've
hey ya,
I reckon code it all yourself in software.
Most 3d hardware is software programmable now, so what you learn will
be useful for gpu languages later.
chow... for... .
2009/11/27 Ian Mallett geometr...@gmail.com:
I would actually agree with that. Plus, learning OpenGL now will give you
more flexibility later. I recommend the Python ports of the NeHe tutorials,
which are fairly simple
Do you have a link for that? Googling didn't turn up the python
version
go to http://nehe.gamedev.net/
click on the lessons on the right
at the bottom of every lesson there is the equivalent python code for
download
the only commands in the tutorial you need to worry about are those
pertaining to OpenGL
If you understand C/C++ then it will also help you read them
a
On Fri, Nov 27, 2009 at 7:05 PM, Vitor Bosshard algor...@gmail.com wrote:
Do you have a link for that? Googling didn't turn up the python
version you mention.
I started with the ones on pygame.org:
http://www.pygame.org/gamelets/games/nehe1-10.zip
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