Raven Engine's source code
DATA | ||
IDLINK | ||
LIGHTS | ||
MYMAP | ||
SGRAB | ||
SOURCE | ||
TEMP | ||
crashing bug.txt | ||
DP_PREFS | ||
README | ||
TODD3D.EXE | ||
TODD3D.MAP | ||
TODD3D.TOD |
This file is provided for a quick reference to some of the functionality and future functionality of this 3D engine. Keyboard Commands ================= ESC - exit the demo CURSOR UP - move forwards CURSOR DOWN - move backwards CURSOR LEFT - turn counter-clockwise CURSOR RIGHT - turn clockwise INSERT - increase size of screen DELETE - decrease size of screen PGUP - move up y-axis PGDN - move down y-axis Right now, the engine supports a bi-quadrilateral projection scheme (ala Wolfenstien) but with some noteable exceptions: First, the engine supports lighting in the form of distance shading (i.e. it get darker the farther away one goes in the z direction) for an added effect of depth. In the future, we will add localize lighting so that certain rooms can be darker than others and a torch can light up the surrounding areas (ala Doom). Second, we have the ability to move along the y-axis and can create the effect of bobbing up and down as we walk, jumping, falling down, etc. Third, our floors and ceilings are texture-mapped adding even more to the visual detail. We will probably put in some detail options including shutting off floor and ceiling texturing to support slower machines. We can even shut off the ceiling and provide and scrolling skyline. Fourth, the engine suppors 8 rotation views for any object or sprite (ala Doom). Lastly, (not shown in demo) our ceiling and floor tile suppor morphing for realistic contours. In simpler terms, we can make some ceilings higher than others and the adjacent tiles will stretch and morph to make a smooth transitional surface. We can thus create cavernous rooms with huge monsters.