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  1. #1
    Cool.

    I planned to do the same with Duke Nukem 3D. I even have code that loads maps and renders in 2D. May be some day . If I re-start the project, can I ask for your help?
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  2. #2
    PGD Staff / News Reporter phibermon's Avatar
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    Very cool stuff
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  3. #3

  4. #4
    Nice mate
    Thanks for sharing!!

    cheers,
    Paul

  5. #5
    Quote Originally Posted by Ñuño Martínez View Post
    Cool.

    I planned to do the same with Duke Nukem 3D. I even have code that loads maps and renders in 2D. May be some day . If I re-start the project, can I ask for your help?
    Yes, of cource. Are you planning to recreate the game in a new basis (using only the grp data file) or converting the build engine source from C to Pascal?
    By the way, I had made a 3d map viewer for Duke3D a long ago (http://www.geocities.ws/jimmyvalavan...ukeviewer.html) .

  6. #6
    Quote Originally Posted by Jimmy Valavanis View Post
    Yes, of cource. Are you planning to recreate the game in a new basis (using only the grp data file) or converting the build engine source from C to Pascal?
    By the way, I had made a 3d map viewer for Duke3D a long ago (http://www.geocities.ws/jimmyvalavan...ukeviewer.html) .
    Just recreating the game in a new basis. Initially I tried to translate from C to Pascal but it is impossible, an I really want to know how does it work (actually Ken forgot it! I asked him!).

    Do you still have the sources of the Duke Viewer?
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  7. #7
    Quote Originally Posted by Ñuño Martínez View Post
    Just recreating the game in a new basis. Initially I tried to translate from C to Pascal but it is impossible, an I really want to know how does it work (actually Ken forgot it! I asked him!).

    Do you still have the sources of the Duke Viewer?
    Same here. Some time ago tried to play around with build engine source but it was difficult to understand, so never tried to convert it to Pascal. I think I can resurrect some portions of Duke Viewer source code, at least the main loader functions, I'll let you known.

  8. #8
    I have no problems with loading. I have a program that loads maps and renders in a "build editor". Problem is rendering. I found a paper somebody wrote that analysed how the algorithm worked and I planed to use that information to re-build the algorithm. Problem is that the algorithm works with 2.5D but not with actual 3D (or not 6DOF).

    Anyway I have no time now. Too much projects.
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  9. #9
    Quote Originally Posted by Ñuño Martínez View Post
    I have no problems with loading. I have a program that loads maps and renders in a "build editor". Problem is rendering. I found a paper somebody wrote that analysed how the algorithm worked and I planed to use that information to re-build the algorithm. Problem is that the algorithm works with 2.5D but not with actual 3D (or not 6DOF).

    Anyway I have no time now. Too much projects.
    This is the source code of DukeViewer: https://www.dropbox.com/s/lsfexp3gus...r_src.zip?dl=0

    The source code is propably incomplete, but the main Loader functions, as well as the base of the rendering engine are there.
    As far as I can remember, it uses some custom components (not critical). The point of interest is function GetDuke3DMapData() at Duke3DUtils.pas. This function reads a map and feeds the 3d Engine with data (polygons). The texture reading is at TD3DScene.CacheDuke3DTextures() function inside surfaces.pas.

  10. #10
    Thanks. I'll take a look.
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