Search found 3 matches

by Mushy-pea
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...
by Mushy-pea
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 ...
by Mushy-pea
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...