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3D Proof of Concept

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  • The following is a 3d Proof of Concept that I created in Construct about a month or two ago, before I got caught up in real life and had to put it on hold.

    I realise, first and foremost, that it isn't perfect. The 3d box's Yaw function having no relativity has prevented being able to do a typical camera roll, as well as the ability to offset the pitch, yaw, roll of the 3d boxes themselves.

    Regardless of that, the proof of concept shows that a 3D world with 2D sprites (think Final Fantasy Tactics, or Xenogears) is entirely plausible using Construct.

    http://www.fileshack.us/get_file.php?id ... oncept.exe

    EDIT: Just realized that the Look Up and Look Down is actually inverted. I may upload another exe later, but you still get the general idea.

    2nd EDIT: One thing I would like to add is that Mouse Look would be entirely possible provided that the functionality to set Mouse X and Mouse Y positions is added.

  • That is really amazing.

  • Incredible.

    Would it be possible to get a copy of that .cap so we can see how it's done (and I'd really love to get my hands on it and make a proper game from it But that's for another time, and I'm not sure I want to do a 3D one, I more want to do an isometric but anyway)

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  • That's awesome! I guess I'll have to try fixing the yaw offsetting and stuff. I should probably add camera transformations as well - it'd be easier to move the camera around than to move all the boxes, I guess.

  • I'm gobsmacked. Fascinating.

  • WOW MAN AMAZING!

  • I ca- ... Can I say that?

    ANYWAY, AWESOME! .Cap, plz.

  • Glamthaus, you are a genius. This demo is amazing

    Also requesting the .cap, I must know your secrets.

  • Thanks to everyone for your kind comments. It has somewhat reinvigorated me to continue my work on the project.

    As far as uploading the .cap file, in its current state it would likely be useless due to a lack of detailed (Or any, really) documentation. I'll try to work on that so everyone can have a decent shot at understanding whats under the hood. (I'll upload the current undocumented version if anyone is feeling up to the challenge. I hope you understand Rotation Matrices and such if you do. )

    That's awesome! I guess I'll have to try fixing the yaw offsetting and stuff. I should probably add camera transformations as well - it'd be easier to move the camera around than to move all the boxes, I guess.

    Native camera transformations would likely make about two thirds of my code obsolete (removes the need for the Rotation Matrix, and Pitch, Yaw, Roll input via the Rotation Matrix), so that would be ideal.

    Native Z emulation for 2D objects would make the other third also obsolete.

    Those two changes, as well as fixing the Yaw relativity issue, would allow everyone to achieve what I have, with about 10 times less code. I'm not sure how time feasible it is to do so, being that Construct is primarily 2D (at least until version 1.00), but I'm definitely willing to help out in any way I can if you wanted to try to get it in before version 1.00.

  • Thanks to everyone for your kind comments. It has somewhat reinvigorated me to continue my work on the project.

    If you don't mind me asking, what's project you have in mind?

  • Yeah that was very impressive. I dread the think what maths was involved there!

  • > Thanks to everyone for your kind comments. It has somewhat reinvigorated me to continue my work on the project.

    >

    If you don't mind me asking, what's project you have in mind?

    Over the last few years I've been drafting up documents for an action rpg using that sort of 3D isometric angle, but with a movable camera (ala Ragnarok Online, Xenogears, Final Fantasy Tactics). This hasen't been feasible at all with the old clickteam products.

    That isn't necessarily what I had in mind here, but I told you that to give you an idea of what I'm trying to achieve. This project is about creating the foundations to allow such a game. Making a usable 3D engine with Z Emulated 2D sprites.

    There are other things I need to do, beside just creating the base engine (which I would say is only between 30% - 50% done at best), such as a 3D level editor, because laying tiles from a top-down perspective won't ever cut it.

    So I guess, by the project, I mean all of that as a whole. Finishing the current 3D engine so that it works to how I would like it, and crafting the necessary tools to make the content side of things doable without losing my sanity, and within a suitable time frame.

  • Upload, even if un-commented.

  • Upload, even if un-commented.

    http://www.fileshack.us/get_file.php?id ... oncept.cap

    Keep in mind that it is just a Proof of Concept, to show that it can be done.

    Making a working game/engine from it will still require a good lot of work.

  • > Upload, even if un-commented.

    >

    http://www.fileshack.us/get_file.php?id ... oncept.cap

    Keep in mind that it is just a Proof of Concept, to show that it can be done.

    Making a working game/engine from it will still require a good lot of work.

    Wow man that is to much for me, but simply so damn amazing!

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