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Re: GP: 3D DOS PROGRAMING



If you want find out about how something like Wolfenstein 3D was basically 
done have a look at:

http://www.ben2.ucla.edu/~permadi/raycast/raycidx.html

which is a ray casting tutorial.  But things have changed a lot over the 
years: polygons rather than stretched slices of bitmaps are used nowadays.

I really don't think you should confine yourself to DOS just because you're 
a beginner.  DOS is dead, as they say.  Just go straight for DirectX.  It's 
really not difficult to get up and running with DX - though of course it can 
become as deep and complicated as is necessary.

Best of luck,
Patrick.

>From: "Acidnaught" <luisfertv@geocities.com>
>Reply-To: gameprogrammer@gameprogrammer.com
>To: <gameprogrammer@gameprogrammer.com>
>Subject: GP: 3D DOS PROGRAMING
>Date: Wed, 1 Sep 1999 16:29:37 -0500
>
>Hello everybody
>
>I know that maybe there are a lot of you that know a lot more than me about
>this simple subjects, but it's for sure that all of you had need some help,
>like if there is a fool obstacle that anybody can cross except you. At this
>moment I'm in front of this obtacles, and I'd really apreciate if somebody
>could help me to open my eyes.
>
>OK,  so, here is the matter: I'm begining to learn visual gaming 
>programing,
>so I have found my first obstacles. These are especificallly:
>1. If I draw an empty cube with just the ridges. How can I apply a textur 
>to
>each side of this square
>2. Wich kind of physics is needed to make the calculations of the change of
>a view  (f.e. let's say in a Wolfenstein like game, when you walk, there is
>an aproaching of the objects on the stage) How can I make this change on 
>the
>scale in respect to the point of the viewer
>and
>3. How does a 3d engine works? Wich one is the first step to make one by my
>own?
>
>Please note that I'm just programing for DOS enviroment using Borland 
>C++4.5
>(I think it's better to beginers like me and JC did Wolfenstein using a
>previous version, so....)
>
>Thanks a lot!
>
>
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