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Sims style game

Sims style game

2004-01-20       - By Neto

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Reply:     1     2     3     4     5     6  

So, you want to use a pre-rendered z-buffer? AFAIK, it's only possible in
video cards with fragment programs capabilities (pixel shaders 2.0), and is
no way avaliable in Director's current version of the 3D xtra.

You could have simplier 3D versions of the 2D objects, and use the nodepth
trick to have the background 3D objects not render, but provide occlusion
for the character models.

-- -- Original Message -- --
From: "Nmuta Jones" <nmuta@(protected)>
To: <dir3d-l@(protected)>
Sent: Tuesday, January 20, 2004 2:50 PM
Subject: [Dir3d-l] Sims style game


> I am impressed with how they did the Sims. Its totally software rendering
with
> 3D characters that interact with 2D objects. My question is...how
difficult
> would it be to make a game like that in SW3D?
>
> I got this feedback about The Sims from a similar forum...what do you guys
> think?
>
> [quote]
>
> I like The Sims (okay...so stone me  ). The characters are 3D, the grass
in the
> garden is 3D, the walls I'm not sure what are and the rest is 2D. To get
it all
> to work together, they used 2 different channels for the 2D, color and
depth.
> That way the engine can know which part of a 2D image is in front of and
which
> is behind the character.
>
> I've kind of thought through if this could be done in [x program], and
there
> are a lot of trouble you'll encounter. Firstly, the original Sims engine
is
> slow. Secondly, you'll be combinging 2D and 3D on the same screen, which a
lot
> of graphics cards don't like. Thirdly, you need a way to read the depth
quickly
> from the images, and compare it to the depth of different parts of the 3D
> model, to decide which to draw frist. I'm guessing this would involve real
time
> read/write pixel fast, which is slow. So I kind of figured out, this would
> probably be extremely difficult to do....
>
> [/quote]
>
> Your $0.02?
>
> nj
>
>
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