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| | | | Wednesday, November 09, 2005 - 21:33 Submitted by: snout Topic: Games & Demos | | On June 1st, 2005, Marco Rossin released the first public version of E3D Evolution, a user-controllable 3D vectorgraphics engine for MSX turboR and DOS2. New in this version are: - A new "hunter ship" which turns toward your ship and follows you
- Optimized clearing tecnique: clears only drawn areas
- The demo now uses 192 vertical lines instead of 212 (to speed up)
- The possibility to toggle between action/radar display
- Object clip + raster routine moved to E3D2 (dynamic library)
- Various optimizations
Recommended settings are 60Hz with a tkInterval value of 4, resulting in 15fps animation. Further information and controls can be found inside the archive.
Relevant link: E3D Evolution |
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| By MicroTech on November 10 2005, 09:34 | My idea is to try to make a library to permit end-users to develop and use in their applications simple 3D objects.
To test this library I'm developing a Bosconian(MSX)-Virus(Amiga) game clone.
This is the actual "state of the art".
Comments/reactions/suggestions are always welcome, thanks 
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| By GhostwriterP on November 10 2005, 13:01 | Is it possible to implement a follow view mode? One that stays behind the ship instead of those fixed
views. Basicaly it would be the same as the inner view but then without the rotation while turning and,
obviously, further behind the ship.
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| By MicroTech on November 10 2005, 14:17 | Quote:
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Is it possible to implement a follow view mode? One that stays behind the ship instead of those fixed views. Basicaly it would be the same as the inner view but then without the rotation while turning and, obviously, further behind the ship.
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Yes, good idea: I was also thinking to use number keys (1,2,3...0) to select the view camera.
If you wish I send you and upgrade as soon as I can work on it... I've just added SEE 3.0 support so you'll get also some sound effects 
Thanks for your support!
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| By jltursan on November 10 2005, 15:22 | Good work indeed!, There're not many games using 3D (space shooters) in MSX...
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| By MicroTech on November 10 2005, 17:30 |

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| There're not many games using 3D (space shooters) in MSX
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I only know Elite, do you know of other 3D space games?
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| By MicroTech on November 11 2005, 14:29 | Well... no more suggestions 
I was thinking to:
1) add speed, fuel, shields, weapons bars
2) add special power-ups randomly in the space
3) design a "follow the enemy ship" mode or "hit the enemy ship with your own" mode
4) design a "blast all asteroids you find in space" mode
5) let the user design his own spaceship
Come on! I'm looking for ideas, let me know how do you feel this game could be cooler
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| By snout on November 11 2005, 14:38 | Although a game that size would probably never be made on MSX, I think the first Lucastarts Star Wars games (e.g. Tie Fighter) have quite a few elements that could be added to this game as well. I remember a speed throttle 0 25% 50% 100% and a neat 'adjust speed to that of the enemy' to be very useful. Of course, for the latter you'd also need to be able to 'lock' on a target/enemy...
All in all I'm extremely impressed in E3D so far. I'm looking forward to future versions!
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| By jltursan on November 11 2005, 15:55 | I only know "Elite" as the only 3D space shooter for MSX and talking about 3D I can (hardly) mention games like "Red Zone" or "Midnight Building" with filled polygons and (I think so) a pseudo 3D engine...
Beware, it's unexplored territory! 
I remember too the X-Wing games!, I've always liked a lot the idea to share the main energy between lasers and shields (front and rear), it adds a fast strategic component to the fight!.
Btw, what are right now the limits of the engine (talking about vector number)?
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| By MicroTech on November 11 2005, 16:55 | Quote:
| Although a game that size would probably never be made on MSX,
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... never say never 
BTW: which is the max. working frequency of Z80 in OneChipMSX? 
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| I think the first Lucastarts Star Wars games (e.g. Tie Fighter) have quite a few elements that could be added to this game as well
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Ok, I'll look for them.
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| Beware, it's unexplored territory!
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I know this is a "pioneer" application...
Well, if a day this game will be finished his name could be "Pioneer". 
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| I remember too the X-Wing games!, I've always liked a lot the idea to share the main energy between lasers and shields (front and rear), it adds a fast strategic component to the fight!.
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I'll take this into consideration, thanks for suggestion.
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| Btw, what are right now the limits of the engine (talking about vector number)?
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Nice question, it is not very easy to answer because there are lots of variants.
Actually a simple object like the space ship takes about 5 ms only to be drawn... it is a lot of time and optimization is surely possible... but I think it is possible to have 3 or 4 "simple" objects like this simultaneously on the screen at an acceptable frame rate.
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| By manuel on November 11 2005, 23:35 | Return to Jelda?
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| By MicroTech on November 14 2005, 14:22 |
Never seen this game before, good suggestion, thanks Manuel.
Even if both RedZone and Return of Zelda have fixed "point of view" (so calculations are simplified) they are very good examples to take inspiration from and... ehm... (at low voice: could you tell me how can I get them, please?)
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| for the latter you'd also need to be able to 'lock' on a target/enemy ...
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IMHO it could be solved with a scalar product between your ship direction and the vector from target position to your ship position... and it shouldn't be necessary to recalculate it every frame but, for example, 2 or 3 times per second.
All in all I think it should be possibile... I think also Metal Gear uses scalar product to find if your man is "in-sight" of a CC camera.
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| By MicroTech on November 14 2005, 14:24 | Errata Corridge: I was wrong, not "Return of Zelda" but "Return to Jelda"
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| By jltursan on November 14 2005, 23:52 | Quote:
| (at low voice: could you tell me how can I get them, please?)
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(answering at a even lower voice: I can remember something about a FTP called Fony, Fonet, Funet or similar and a dir pub/msx,...or maybe I'm wrong, of course. ); )
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