Search found 3 matches
- Mon Jul 11, 2016 11:22 pm
- Forum: ZZT General
- Topic: 3D ZZT tribute project
- Replies: 26
- Views: 30855
Re: 3D ZZT tribute project
To answer your question Commodore, it is a bit of both. The rendering part of the engine runs a ray tracing algorithm each frame to determine which grid squares (in each vertical level) are within line of sight. Each grid square is represented by an array element that contains the coordinates used t...
- Mon Jul 11, 2016 10:11 pm
- Forum: ZZT General
- Topic: 3D ZZT tribute project
- Replies: 26
- Views: 30855
Re: 3D ZZT tribute project
All important questions; I didn't want to go over the top with a load of technical data in the first post. I have written my own engine from scratch, apart from using some Haskell libraries for things like common data structures and bindings to OpenGL. This uses grid cube space partitioning and ray ...
- Sun Jul 10, 2016 9:13 pm
- Forum: ZZT General
- Topic: 3D ZZT tribute project
- Replies: 26
- Views: 30855
3D ZZT tribute project
Hi. Late last year I started work on a home brew game, writing a 3D graphics and logic engine using Haskell and OpenGL. I decided it would be a cool idea to loosely theme the game play around some of the key elements of ZZT, namely hard puzzles, combat, gems, ammo, torches etc. There could also be a...