DiegoCyborg on 14/6/2010 at 14:40
Quote Posted by Eldron
Exactly, it probably wasn't designed around being a versatile engine, just made for the game they did at the very moment.
the design choices they made for the games though made the games themselves quite immersive.
Well, if you had an engine that could render textured "3D" geometry out of some easy to read map-data in 1994 you were already "half way done". From that point of view, the shock engine was "versatile". Graphics engine stuff was something like rocket science back then, because of hardware limitations and rare knowledge about optimizations and stuff like that.
Eldron on 14/6/2010 at 22:12
Quote Posted by DiegoCyborg
Well, if you had an engine that could render textured "3D" geometry out of some easy to read map-data in 1994 you were already "half way done". From that point of view, the shock engine was "versatile". Graphics engine stuff was something like rocket science back then, because of hardware limitations and rare knowledge about optimizations and stuff like that.
yep, the idea behind it was good, and actually using full on 3d was a feat, I guess we'll never know how well it was made unless we saw the sourcecode for it.
But going back to the thread question, yeah, I guess it was the first, or one of the first truly immersive 3d engines, it even had some physics.
DiegoCyborg on 23/6/2011 at 11:14
Wow, while browsing around here I just rediscovered this 1 year old thread I posted in before :p
I don't know if you're still interested in this stuff, but maybe you would like to hear that we concentrated our work on a Shock-like engine during the last year and got some nice stuff up and running. What was formerly (un)known as "map viewer project" is now "REVERT3D" - An attempt to create a modern-tech engine doing oldschool stuff :)
So, if you would like to take a look: Feel free to visit our developement blog at (
http://revert3d.blogspot.com) http://revert3d.blogspot.com
RocketMan on 30/6/2011 at 02:12
Quote Posted by DiegoCyborg
Wow, while browsing around here I just rediscovered this 1 year old thread I posted in before :p
I don't know if you're still interested in this stuff, but maybe you would like to hear that we concentrated our work on a Shock-like engine during the last year and got some nice stuff up and running. What was formerly (un)known as "map viewer project" is now "REVERT3D" - An attempt to create a modern-tech engine doing oldschool stuff :)
So, if you would like to take a look: Feel free to visit our developement blog at (
http://revert3d.blogspot.com) http://revert3d.blogspot.com
:D:D:D
polytourist97 on 2/7/2011 at 17:56
That... is seriously awesome. The video posted in march is really impressive!
Displacer on 3/7/2011 at 13:17
Meh, been looking for another reverse engineering project since the thief source was found, maybe I'll take this one on. I looked at it before, I think it runs with dos4gw extender compiled into the code instead of used externally which needs to be stripped out first so I just walked away from it. I'll have another look and see if it's worth the trouble.
Briareos H on 21/7/2011 at 12:31
Superb! Are you going to try to emulate the physics of SS1*? Is there support for cyberspace?
Engine-wise, if scripting is done you're not far from being complete :)
Congratulations, I can't wait to see more of it.
*Question asked because jumping in front of an obstacle (eg. a low stair in the large area with the pulse device) while pressing forward doesn't register the forward movement once cleared of the obstacle.
DiegoCyborg on 21/7/2011 at 12:56
Quote Posted by Briareos H
Superb! Are you going to try to emulate the physics of SS ...Question asked because jumping in front of an obstacle (eg. a low stair in the large area with the pulse device) while pressing forward doesn't register the forward movement once cleared of the obstacle.
Thanks! Well, thats more or less taking the same approach by accident :D
The "jump" adds an impulse in upwards direction / on the Y axis. There is no such thing like "jumping forwards" - Jumping forward comes from walking forward and jumping at the same moment. But this won't work if your forward movement is being blocked by an obstacle. I think this sucks for games and we will probably rework it some day :p