3D engines, 1st-person sh'em'ups, etc.
- Posted by Alexander Yakovlev <ayakv at GLASNET.RU> Jan 24, 1997
- 1299 views
Chuck wrote: >I don't think Euphoria can handle a real-time 3d engine with texture >mapping etc. The basic engine isn't that bad. I've seen one written >in basic which ran well although it was a simple plot and fill with >solid colors type of engine and didn't include any texture mapping at >all -- this is where the big problem lies. ... >I do believe Euphoria will work well for first-person view 3d games >such as the *old* bardstale games or more recently the SSI Eye of >the Beholder series. I wouldn't be that pessimistic, although the workaround could be quite complicated, unless we see a native code compiler for Euphoria some time in the future. In the meantime, I believe the solution lies in low-level coding in Assembler, direct memory writes, etc. Which brings me to a subject that I'm sure others are going to wince at-- a "supplementary" language for Euphoria. I've been doing some stuff in Forth for years, so the natural solution that comes to mind is a micro-Forth written in pure Assembler and tacked on onto Euphoria code. From what I've seen so far, E. is quite capable at handling memory up to a certain extent, and this idea of a makeshift secondary language, be it "real" Assembler or a beefed-up macro version of Assembler might work for some. I'm currently planning--not writing yet--an Assembler preprocessor. It's proving tougher than I thought. I wrote a tiny Forth compiler- compiler some time back, which doesn't produce threaded but real assembler code, and am playing with it too. But.. I'm *lazy*, so I just thought Robert could give us a hint--does RDS plan to include an inline assembler in future versions? Just curious. If not, I have no choice but to go ahead <sigh>. Alexander