2d_warrior
Member
Which is easier to do a 2.5d Space Harrier like game in 2d, or to use d3d and have each sprite be a flat polygon, and handle zooming just by moving forward?
Is it possible to render only a single 3D model 'inside' the regular 2D Gamemaker 'scenario'?...you might find it easier to roll and dip your space harrier with a 3D model instead of a set of sprites.
You should be able to simulate this without 3D. Using 3D would be easier but from there you also would have to alpha test and make sure your instance order is right to avoid alpha artifacts on your flat models.Which is easier to do a 2.5d Space Harrier like game in 2d, or to use d3d and have each sprite be a flat polygon, and handle zooming just by moving forward?
I've seen clever ways to simulate 3D models in 2D space before. Would not say it's ideal but sometimes only knowledge or lack of practice is the limit.Is it possible to render only a single 3D model 'inside' the regular 2D Gamemaker 'scenario'?
Yup, or multiple if you need to. It's worth noting that drawing 3D models in 2D mode can make the perspective a bit wonky (by default, stuff are just flattened, aka the z coordinate is ignored for all purposes other than depth sorting) so they might not APPEAR 2D. If you make sure to set and reset perspectives properly before drawing, you can layer 2D and 3D stuff on each other freely, to e.g. use 2D backgrounds instead of a skybox (like in SNES racing games) and stuff like that.Is it possible to render only a single 3D model 'inside' the regular 2D Gamemaker 'scenario'?
It's more complicated, but not TOO much (at least not if it's saved in a format GM supports). You need to load the texture separatedly, then draw the model using the texture, but it's a pretty straighforward process. To rotate it, you need to use transforms, but it isn't too complicated either if you have a hunch about linear algebra. Basically, first rotate accordingly, then translate with the model's actual position, then draw it at 0,0,0 and it'll be drawn where it actually is after going through the transformation you set up. (Don't forget to reset the transformation afterwards, or anything you draw will also change coordinates)I'm guessing that displaying a 3D model isn't as simple as writing draw_sprite blah blah.
And more importantly, WORK Having to make all those sprites is tedious, and if you'd need to make a change to the model and have to replace dozens of sprites... having a single resource and some maths is a lot easier on you in the long run even if the setup is more work.Thankyou, I will take a look and see what I can discover. Could save a lot of texture page space and memory!