4 ms·
> maybe this limitations turns into the explanation that its 2d? But it still not 2D. These types of engines are referred as 2.5D since ancient times specifica
by justsomehnguy 5y ago
> maybe this limitations turns into the explanation that its 2d?
But it still not 2D. These types of engines are referred as 2.5D since ancient times specifically because they aren't full 3D but they aren't 2D either.
> You can't look up and down either, so your shots go twords the enemies hieght.
This is a limitation of implementation. Duke3D, built on the exactly same principles, allows you look around, and ROTT too.
> but I remeber some discussion of a restrictions where can't have a room directly above another room
> where you can can go over and under (like a bridge).
You can't have a proper 3D bridge, but you can place a sprite and walk over it, this technique is used by a later DOOM engine mods, Duke3D, ROTT [0]
RoR isn't that difficult to implement in a 2.5D engine, you just need to keep track in which one the entities are located (and Z axis helps here a lot).
Overall, all that 2D/2.5D/3D bickering is pointless if you understand what while DOOM, Duke3D, ROTT engines are 3D, their map layout (specifically the map geometry, not the entities) is 2D only, though with an additional 'ceiling height' and 'floor height' property per sector hence 2.5D.
[0] https://youtu.be/kfKwItTc44I?t=955 https://youtu.be/kfKwItTc44I?t=955