3D engines, 1st-person sh'em'ups, etc.

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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

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