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File: Des.png (1.47 MB, 1114x849)
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How is Duke 3D not 3D if I can jump over enemies
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>>12490616
?
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How is the Earth round if it doesn’t roll away?
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>>12490630
Mario can’t jump in 48 directions
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>>12490639
can you?
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>>12491190
not at the same time
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>>12490616
it has limited 3 dimensional logic. that is technically 3D but not really in the sense of it being a complete spacial simulation.
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>>12490616
A bridge in a top-down game doesn't make it 3D
Same thing
The Build engine is about as far as you can push it, though, so it becomes a bit blurry
It's easier to see, when you look at Wolf3D
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>>12490616
If it has an X, Y, and Z axis, then it's fucking 3D to me, the way it renders is less important.

>>12491575
Such games don't dynamically calculate height in any real sense, which games like Duke Nukem 3D do in realtime, hence why it has functioning elevators and crushers.
The way games like those do this is through pre-defined layers, and you couldn't fucking have a gigantic, hundreds of thousands entry table, to emulate height for these "2.5D" games.

I'd argue that Wolfenstein 3D is on the much more blurry end, since the way that it's structured is much more like a top down 2D game (walls are in fixed block implements because they're essentially handled like like tiles).
Wolf3D has no height at all in a gameplay or physics sense, everything is calculated on the X and Z axes, while the Y axis just isn't there.

Games like Duke Nukem 3D, Doom, and Rise Of The Triad, all DO have a Y axis, and it's checked for on the fly for colission (Doom notably skipping some checks for the sake of framerate in 1993, creating some limits, but Heretic uses the same engine and plain adds that in).
You could strip down and convert a game like Wolfenstein 3D to a topdown shooter really easily, without changing the levels, but you couldn't do this for the other "2.5D" games because height is critical for the player to navigate and fight.
Whether your shots hit an enemy, and you dodge an enemy's shot, as well as whether or not you can clear an obstacle, can all depend on height at any given time, height which can be constantly shifting in real time.
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>>12490616
>How is Duke 3D not 3D
But it is 3D
Doom also is 3D
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>>12492463
That video demonstrates the concept well visually, but I'd really like to see that kind of demonstration recreated with an actual demo of the original .exe (so, a co-op demo), so that smarmy faggots can't be uppity about it.
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>>12492459
It's fair to say that it has the 3rd dimension or axis but it doesn't have full 3d math. That's what usually denotes a classification as 3d game. It's essentially Wolf3d with a height map and angular walls.
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>>12492778
What's a height map?
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>>12492778
>but it doesn't have full 3d math
Such as?

>It's essentially Wolf3d with a height map and angular walls.
Not really. Wolf 3D has almost no physics, and its map data is tiles where most of the terrain is set in absolute stone. If you give it a more complex map data, you would need to pretty significantly rewrite the engine for it to do anything with it (ergo, ROTT), because the engine doesn't even have a concept of a Y axis at all.

For games like Doom and Duke 3D, their map data is relatively simple in modern terms, and like a flat image, but if you gave them a more complex type map data, they could already do a lot with that without altering how they calculate physics (or even rendering).
They have hitboxes with defined height and width: characters, objects, and hitscans all can be intercepted by a hitbox in addition to narrowly missing it, and every axis is taken into account (barring a few explicit exceptions).
They don't pre-calculate anything for this (like referring to a sector's defined height values), and the physics calculation doesnct even know it, they instead check each axis in the moment (including the Y axis), for whether or not colission happens with the given hitbox or hitscan.
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>>12492815
picture
>>12492837
>Such as?
vectors/matrices/projections
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Your monitor is a flat screen.
Therefore every game you play on it is 2D.
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>>12492905
The floor being extruded to make a wall isn't really relevant to whether or not it's 3D, Quake also extrudes shapes for level geometry. The geometry is what the geometry is.
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>>12490616

There is no option for "arbitrary geometry" within a sector's volume - it's either sprites rendered as a walls or floors or a portal into another sector.

Object wise, collision detection is x,y,z based. This is also true for Doom(items, sight) with the exception of enemy collision where it's flattened.



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