not really a project of mine, just a preview of what my next big engine dealie thingy will be; I'll be tackling the old favorite RAYCASTING. So in hopefully a weeks time or so, I'll have a full raycasting engine, with variable texture mapping, clipped sprites, a good draw distance, no fishbowl effect, and most importantly, *NO SLOWDOWN* (really), fully based in MMF1.5 with gratuitous usage of the overlay object. In other words, an engine roughly comparable to wolfenstein 3d, for your programming learning, comprehension, and code pilfering. I've already got it mostly done, I'm just a bit lazy on adding in the sprites bit, and who knows, I might have a secret Epic Game planned off it for this stage of Peblo's compo. But anyone whos ever had problems trying to tackle the 3d engine-in-mmf issue will be free to take a looksy at the sourcy.
Err... no. Any type of "3D" on a computer is technically not 3D. It's a 2D representation of 3D. So this is just as much 3D as anything that uses models. True 3D won't happen until holodecks. (Well, we have holograms now I guess...)
So what does this "real" 3D consist of if not images?
It's quite narrow minded to say that something that does meet the requirements of three dimensions isn't 3D just because it doesn't use the conventional means of creating and handling mass in it's 3D space.
(From wikipedia on 3D Computer Graphics)
"3D computer graphics (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images."
"Real" 3D is (From wikipedia on 3D) "A vector space or coordinate space with three dimensions". It's damn hard to tell what consists a 3D engine.
theres no good way to differentiate it. It just means that people consider raycasting "2.5d", since it doesn't allow for full vertical viewing. The only thing that keeps me from making a 'Full' MMF 3D engine, is that I don't have a way to map textures onto polygons. I can only use the overlay object to stretch rectangles into other rectangles, which isn't time consuming, but if I wanted to stretch a rectangle bitmap into an abnormal polygon, I'd have to write some script that does it at runtime, which would be so inefficient the whole thing would run at 0.0000001 FPS.
so I'll settle for popping out a nice wolkensteiner engine