From: James W Sager Iii Newsgroups: comp.os.msdos.djgpp Subject: Fake 2d emulating 3d grid problems Date: Wed, 30 Aug 2000 03:25:15 -0400 Organization: Fifth yr. senior, MCS Undeclared, Carnegie Mellon, Pittsburgh, PA Lines: 28 Message-ID: NNTP-Posting-Host: andrew.cmu.edu X-Trace: bb3.andrew.cmu.edu 967620453 5912 128.2.10.101 (30 Aug 2000 07:27:33 GMT) X-Complaints-To: advisor AT andrew DOT cmu DOT edu NNTP-Posting-Date: 30 Aug 2000 07:27:33 GMT X-Added: With Flames (outnews v2.6) To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com This is less of a coding problem, and more of a conceptual one: http://www.contrib.andrew.cmu.edu/~sager/ibh/help.htm I wanted to make a 2d system composed of walls and floor tiles. The game would render away from you at all times such that you never loose sight of your character as in conventional systems. I also want the player to see on top of buildings where you shouldn't normally see because its more entertaining for the player to see more than less. I wanted inside of buildings to be on the same plane of existance as out side instead of having seperate areas for when you enter because this allows walls to be destroyed and more fun havoc to occur. I really could use a suggestion for fixing this. I also wish I had access to something like the Grand theft auto system of rendering which is most similar to mine. Most of my game is coded already and I didn't realize this flaw until after I implemented to, but not before it was fully debugged. Any suggestions on how to fix this will be appreciated.