I made a fully functioning branch for isometric camera with orthographic projection to the GZDoom engine (in my fork): https://github.com/dileepvr/gzdoom_isometric/tree/g4.11.3_iso
Video showcase:
I made some test maps with assets pulled from the gamedata. Took a while to get the desired...
Merry Chrismas and Happy Holidays resistance scum.
I finally got gzdoom behaving with orthographic rendering:
More details to follow once I have the code in good shape to share. Right now, adding a rotatable camera. I think an 8-viewpoint mode and a 16-viewpoint mode will be lovely. I need to...
Yes. I have been thinking about this a lot. I think we should go backward to Doom. Everything in fixed.flx can be sector wall textures. These can be programmatically derived from the sprites in shapes.flx with Y-shearing and stretching. Here are two examples:
As for objects, including the...
Yes. I am more convinced that the Quake/Valve MAP format is the way to go. The meshes are stored not as vertices but as planes, with each plane defined by three non-collinear points. Their order decides direction of normal. The engine extends the planes until they intersect a skybox of sorts and...
That is so cool. Wasn't hardware acceleration available? Is the code available somewhere?
I don't know what the best format is yet. I gravitated towards Quake2/HL2 MAP and WAD files, thinking that their level editors are stand alone and easy to pickup. But their engines are optimized for...
I've been trying to parse the C++ code from the old Pentagram team: https://pentagram.sourceforge.net/download.php
And I came across this comment block at the beginning of a file:
This convinced me that the whole map is tile based and all the collision boxes are cuboids.
Now we already know...