Dwarf Fortress > DF Suggestions
dwarf fortress with 3D shutter glasses possible?
Kalithor123:
Could this be realize some day? and how?
it should be looking like a floor tile is one "z-level"(i mean a real z-level) in the back or so...
GreatWyrmGold:
I highly doubt it would be possible, and know it wouldn't be practical or even useful. 99% of dwarven settlements are glorified mines, not a lot of 3-D glory to view in those.
thisisjimmy:
3D glasses only work with games that are rendered in 3D. The game developer doesn't have to do anything special.
If you can find a 3D visualizer for DF, it'll likely work with 3D glasses.
Starver:
A mild necro, here, because I clicked on the wrong thing when navigating the forums, and then got drawn in by the title... GWG's and tij's are probably sufficient, but for some reason I felt the need to add my bit...
To expand, we currently see a non-perspective view. Tiles immediately beneath (open) tiles are exactly the same size and position as above... Regardless of which 'eye' we would see through. Open tiles also show varying hints of the tiles beneath... An open space above an up-ramp shows a down-ramp, and open space immediately above liquid shows a muted liquid symbol. An open space above a floor (within a certain number of Zs?) shows a "there is a floor here", and I think it also depends on whether there's a roof (or other 'covering') or not above how larger Z-drops are displayed, but I don't have a fort at hand to check.
There is an idea floating around to have subdued/colour-muted/desaturated tile representations of what is a given number of levels below a gap on the current slice, that is being seen 'through'. (Could also be done, with a further tileset-definition revamp, with the 'transparent' parts of grates, etc.) But I think this is beyond the capabilities of the current Curses engine.
If we go a step further (and definitely beyond what I know of the current graphics engine), the Z-levels below the current slice (I assume we'd ignore everything above which the 'current Z-level', unless we can have a very slight 'ghost' indicating key features above) could be rendered at a smaller-scale... Having an effective vanishing point, if you trace a line through "same X,Z, different Z" tiles. With this one could set two vanishing points, one for each eye, and make binocular differentiation useful.
To go even further, the current tile-set could be re-recorded as voxelated blocks. According to where on the field of play a wall is, you'd see one side or the other, GTA1/2-style. But that's an even larger change to the display engine. Once you go that far, you might as well go full 3D, all vector and no sprites at all (or fake, DOOM-style "different viewpoint" collections).
The (currently, unless I've missed another) main 3D visualiser for DF, BTW, is Stonesense. But that's not going to give you the binocular 3D glory that you want, either, because it's isometric (IIRC, BICBW). It is a "flat" set of hexagonal (partially-transparency) sprites. Setting one view-point for one eye and another view-point for another eye is going to do nothing but move the "flat" display of isometricism into or out of the screen. It'd still be a 'flat' representation.
But if those sprites can be redesigned in vector format (maybe the designers have sufficient original vector-style format for at least the wall/floor.ramps constructions and landscape tile definitions to), then a nearly-isometric 3point-perspective format could be displayed, which could give two separate viewpoints.
But, no, not going to be anytime soon, I would say. (And, personally, I'd probably stick with the current layout for a while, anyway, stick-in-the-mud that I am, used to mentally juggling the current view into a mental 3D image.) But, eventually I could see something. (And I even played around with a "DF2WAD" thing, a while ago, getting a (faked) fortress layout auto-converted into a DOOM-level format. ;) )
GreatWyrmGold:
THE THREAD IS 3 DAYS OLD.
IT IS NOT A NECRO.
IF IT WAS, THOUGH, IT WOULD STILL BE FINE.
THANK YOU FOR LISTENING.
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