The Engine

Viewing 6 posts - 1 through 6 (of 6 total)

  • TigerQuoll
    Participant
    Podcaster
    #9255

    I’ve always been impressed by the Ultima Underworld engine – it came out a month before Wolfenstein 3D, yet had a number of advanced features even Doom didn’t have – angled floors, swinging doors and fully 3D objects come to mind.
    Well, I was playing Tomb Raider II yesterday, and realised how similar, on a surface level, the UW engine is to the Tomb Raider engine.
    They are both grid based (TR hides this very carefully, but if you pay attention all walls are at right angles), have angled floors, some 3D in-game objects and some sprite-based objects.

    Not really sure what my point is, but just thought it would be fun to discuss.

    [edit]Of course, I’m pretty sure that UW uses ray casting, and I highly doubt that is the technology used in TR…[/edit]


    watchful
    Participant
    #9256

    UW seems to hide its grid well, perhaps there are triangular/diagonal walls they drop on the grid?

    Despite the small view-port it is visually impressive for the time. Though even with the fan patch that modernizes controls this game reminds me why I hated RPGs. Making maps, awkward fighting, and short draw distance (even with a torch) all make it feel too much like work. Playing with a friend would probably help, yet most of my friends had even less patience for PC gaming than I did.

    All that said, Tomb Raider’s laggy and unforgiving controls also put me off from it too. In that case I now understand they meant TR’s controls to fit the grid. At least UW’s movement feels less locked-in.


    TigerQuoll
    Participant
    Podcaster
    #9257

    Yeah, UW has 45 degree walls as well. I don’t think it has arbitrary angles, like in Doom. But agreed, they hide it well.
    I’m a bit weird in that tedious, cumbersome and awkward controls don’t bother me – in fact, I often find I enjoy them when I master them.


    Pix
    Participant
    Podcaster
    #9259

    The automap does make things a whole lot easier in this than other RPG’s back then. It wasn’t the first automap but was by far the best implemented I’ve seen at this time. I don’t think I’d want to have played this if I was mapping by hand.

    I do love all the extra’s that were implemented into the UW engine, physics, flying, jumping, swimming (with screen wobble, etc. They managed to put bridges in to add slightly to the 3D illusion of the tiles. It felt streets ahead of everything else at the time. Pity my PC wasn’t really fast enough to cope. I was playing this with most of the textures turned off the first time around.


    jefklak
    Participant
    #9261

    Here’s some more info about how tiles/3D rendering is interleaved from one of the original devs: http://www.peroxide.dk/underworld.shtml


    TigerQuoll
    Participant
    Podcaster
    #9263

    Oooh, that’s fascinating, jeflak.
    I was admittedly a bit suss about the renderer being raycasting when I noticed there was some kind of perspective correction when looking up and down (although walls in peripheral vision seem to get a bit distorted)

Viewing 6 posts - 1 through 6 (of 6 total)

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