Grand Theft Auto (Nov 11, 1994 prototype)
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Grand Theft Auto (Nov 11, 1994 prototype) | ||||||||||||||||
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Download Grand Theft Auto (Nov 11, 1994 prototype) (info) |
A small proof of concept showing the game from a sideways perspective, before being changed for bearing too much resemblance to Syndicate Wars.
Notes
- Formerly hosted on Mike Dailly's website (Archive).
Readme
GTA ProtoType 1 By Mike Dailly Written on a 486DX66 (11/11/94) (email: [email protected]) I did this back in 94 (11/11/94 was the date on the CD), and it was going to be GTA (or "race and chase" as it was then - cops and robbers was the other name considered). However, after the initial code was implemented ion the game, syndicate wars appeared in a magazine. It was a little too close for our liking, on top of this, Keith was also having some problems his version of the engine, since mine was written in pascal+assembler, Keith had to rewrite it in "C", and speed wasnt holding. (See GTA prototype 2) This engine is fairly simple, it has 4 "basic" points on the gound. These are placed on an elipse and rotated; this forms the corners for the world. I then draw lines from each corner and build a "grid". So, now I have a rotating GRID, I then build points vertically to make a rotating CUBE array. Using a 3D map array Map[x][y][z] I set a a cube type and then render these cubes in the correct place in the rotating cube array - follow that? :) Each map section can also have an offset, the idea being that whole buildings could be destroyed easily, and smoothly. Z - Rotate Left X - Rotate Right < > - Tilt Angle Space - remove roofs/ground ESC - quit |
See also