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Submitted by Grzesio Furga, posted on July 25, 2001

Image Description, by Grzesio Furga

i submited the pic to show u a blockout game i'm trying to make...since a couple of months...

i'm using dx for input (and maybe sound in the future) and have a very lame render function... my first try was to compose the level of solid cubes, but now every time a block is dropped i'm building a list of quads to be drawn to create a solid shape of the current level....

it still get's slow when u look at it from downstairs (due to the high occlusion and the fact that everything depends on gl's depth test), but with the new algo the fps stays above 30

this is my first object oriented program, my first c++ program and my first ogl program... i've learned a lot in those months and many times when i read bout "the right approach" to sth it was often to late becouse i've already implemented a stupid (but my own ;))) solution...

(if u care to look at the source u'll rotfl of the "stos" class (in obroty.h) wich hold's every rotation the block has been through to prevent a gymbal lock)

(use the arrow keys, space and q,w,e to move and rotate, 1,2 to change levels and hold x to change the view)

big thanks to all of u and nehe (the vc workspace is still called lesson2)


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July 25, 2001, 05:28 AM

Looks nice...


July 25, 2001, 07:40 AM

i like the fact that you have two 3d views so you can actually see what's where, unlike other 3d blockout games :)

interesting, but with modern 3d cards you do a lot cosmetically. just my 2c.


July 25, 2001, 08:18 AM

While it's a good idea and all, I think some games were meant to be if not displayed in 2D, at leasted played that way. Most 3D fighting games that tried to actually make the player think in the third dimention failed totally, but the ones where you could play exactly the same was as you did with it's 2D predecessor worked well.

3D Tetris could be another example of a game that looks better in 3D, but plays better with in 2D, 3D graphics or not...

Still, for your first Open GL program it's a damn nice effort. I'd like to see how far you can go with the graphics, while still keeping the 2D gameplay as shown in the pic on the right.



July 25, 2001, 10:55 AM

I think Tetris would be great in 3D, you just couldn't play the game in the exact same way as in 2D... which makes sense as there's a whole new dimension.

We just need to find a good gameplay mechanic (largely in the camera handling area).


July 25, 2001, 11:04 AM

You never played BlockOut, eh? =)
That was a cool game, think I played it on a 286 ages ago.. And it was very playable, too. The viewpoint was from the top, though.

Grzesio Furga:
Glad to see this old classic again =) Nice work.
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( I'm a bad ascii-artist =) )


July 25, 2001, 11:04 AM

You people do know blockout, right? It was in 3d, and the gameplay was great, its 10 years old by now, its been several years since i played it last.


July 25, 2001, 11:10 AM

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How do you edit posts on this forum?


July 25, 2001, 12:50 PM

We do it by hand


July 25, 2001, 01:15 PM


July 25, 2001, 03:19 PM

Have you played Tetrisphere (N64)? That was a 3d head-to-head version of tetris (there was a puzzle variation as well), and it was quite an exciting game to play. You play on a sphere (as the name indicates), but it gets a whole lot deeper than that...

Check it out if you get the chance, I think you'll be impressed...

R. van Wijnen

July 25, 2001, 03:41 PM

Well MC BAXTON you're not always funny but this one was.

Grzesio, I think this looks great for your first OpenGL program.
Keep it up now.



July 25, 2001, 04:57 PM

MC BAXTON; helpful and full of constructive comments as always =P
Cool page, kewldude, although that's a little too hardcore for me..

Grzesio Furga: I think you should rotate the camera around the play area every level, so that on level 100 or so, the camera is facing the behind of the blocks. Now that would be challenging gameplay..


July 25, 2001, 05:51 PM

Just a comment on rotating these figures. I wrote a single axis rotation fuction for blocks like these that used a
single bitshift to rotate the block. Basically, I knew the center block would always be on, then I basically
unwrapped the outside of a 3x3 matrix so that {{0,1,0}{0,1,0},{0,1,1}} became the byte 01001100.
(if you start at 0,0 then go to 0,1 then 0,2 the 1,2 the 2,2 and so on around to assemble the bits and throw
out the center value which is always 1) When I rotated (always 90 degrees) I would save the two most significant
bits, bitshift left 2 and paste the saved bits into the least significant column, then convert back. There is no reason
this couldn't be adapted for 3D and you'd be able to forget about gimbal lock (or you could use Quaternions but
they are a pain to figure out initially) because you aren't really rotating, you are merely reconfiguring a 3x3x3
array. (just an idea but I like what you have so far, I think my first GL program drew a couple of triangles, and
I still don't texture a damn thing.


July 26, 2001, 12:50 AM

As a matter of fact, No, I haven't played BlockOut.

I assumed the IOTD was a Tetris clone, which is an entirely different story, and what the right-most image suggests.

Is it the same concept? What was the objective in BlockOut?


July 26, 2001, 02:51 AM

Well, you can go here to read a hardcore blockout page. That's where kewldude got his image from, they even got a link to a java-applet based blockout. The objectives of blockout are the same as tetris, you just view it from above and have a 3D-gamearea. Then there's different modes and stuff too, you can read all about it at the site.

Now all this talking about blockout made me remember how fun it was.. Where is that old 286?


July 26, 2001, 03:05 AM

the game was intended to be a blockout clone...
(with the improvement that u can rotate the camera)
the image on the right is a "3d" [17][1][9] level...
(it's not considered as a tetris clone 'couse i only have one kind of each block instead of left and right versions of them...

i didn't want to put each block in a big 3d array, instead i have a list of "offsets" relative to the central block....

don't say that u think it doesn't play well... just try it
(it's best enjoyed with a logitech rumble pad, though u would have to code a bit to make it work in input.cpp)


The Legend

July 26, 2001, 03:25 AM

Now I remember the game ...


July 26, 2001, 05:49 PM

heh?? blockout was a color game??!
i never knew :-) played it on an xt with monochrome monitor :)
(although i had an ega card, weird heh? :)

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