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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] Re: Pre-rendered scene and 3D character movements
On Wed, 22 Sep 1999, Kamel Serend wrote: > Still, this is only a guess, and I am not certain I am right. > Can anybody confirm or contradict this solution ? I might need it in the > future. I'm no expert on this, but I think that the z-buffer solution integrates so well with the way 3D polygon scenes are currently rendered that such a 2D solution would require more work, and would be less accurate, especially with complex pre-rendered environments such as those in Final Fantasy 7 & 8 and Grim Fandango. But I bet some older games like Sierra's classic "3-D adventure games" (King's Quest I-VII, etc) might have used the technique you described, since z-buffers were too expensive on memory back then and the rendering process didn't even need a z-buffer in the first place; they could just use a linked list of 2D objects to draw that's sorted by z-depth. Hmm, I just thought of another problem. In those games like Final Fantasy 7/8 and Grim Fandango, you also can't move your character past some of these physical boundaries (e.g., if there's a pre-rendered wall in front of your character, your character can't move thru the wall). How is this done? The only thing I can think of is that the game could also store a 3D polygon approximation of all the obstacles in the scene (like a Quake level) and use those to test whether the player object intersected with them, but it wouldn't actually pass those polygons onto the renderer since their graphical form would be in the pre-rendered image. Does anyone know if this is actually what happens? Atul ================================================================= To SUBSCRIBE or UNSUBSCRIBE please visit http://gameprogrammer.com/mailinglist.html
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