[Coco] The 7th Link - 3D Dungeon?
Andrew
keeper63 at cox.net
Sun May 24 12:20:52 EDT 2015
All - this is going to be a bit long - sorry:
Things are popping into my mind - I was finding a discussion of a
play-thru on the Oblique Triad game "The 7th Link" - and after seeing
some screenshots (looks like a CoCo 3 take on "Gates of Delirium" and/or
ie "Ultima"):
http://www.armchairarcade.com/neo/node/2004
...I remembered I had posted something about it...doing some digging -
back in 2011 (specifically July 17, 2011 - for those that want to dig
into the archive of this list) - I made mention that it seemed like this
game had a 3D dungeon of some sort.
http://permalink.gmane.org/gmane.comp.hardware.tandy.coco/55364
That post references one I posted earlier on July 12, 2011...
Anyhow, Diego Barizo replied asking if I was thinking of "Castle of
Thaggorad" - I assured him I wasn't. I sincerely remember seeing reviews
of this game in the Rainbow (and advertisements) showing a 3D dungeon of
some sort. I also recall (somewhere) that the author mentioned that the
rooms of the dungeon were designed and rendered using an engine that did
vector plotting, I believe in a 256 x 256 x 256 "cube" of coordinates.
I don't think I am crazy - maybe I need to dig into those back issues of
mine and find the article or something - but ultimately, my question
about this is whether that dungeon rendering technique was ever
discussed in more detail, by the author or others?
Back then, as a kid, it fascinated me, but I didn't have the skills to
really understand how it could potentially be done. Over the years,
though, I've given it thought - and as my knowledge of true software 3D
rendering techniques expanded - my best guess is that the rooms were
pre-defined as a series of coordinates (one vertex = 3 bytes),
pre-sorted "back-to-front" (basically a hand-done painter's algo), with
some logic/flags to tell when an "object" was "complete" and what color
to paint it. This was then (likely) plotted using the basic 3D-to-2D
projection algo (SX = X / Z, SY = Y / Z) - with appropriate scaling and
other math to prevent divide by zero errors, etc.
Then again - maybe that's over-thinking it? Maybe there's a simpler way
of doing it (that is - simpler = faster = more appropriate for a CoCo 3
back in the day)? I honestly don't know!
Apparently, the author of the game (Jeff Noyle) released the disk images
to the game (and his other games Caladuril I and II):
http://www.lcurtisboyle.com/nitros9/approvals/jeff_noyle_approval.txt
Mr. Noyle's website, however, while it is still up - seems like a ghost
town - and the CoCo games link is dead (in fact, most of the links 404):
http://www.distantsystems.com/
However - one link does go somewhere interesting:
http://www.distantsystems.com/DistantSystems/index.htm
There - we see that Jeff ported Caladuril and The 7th Link to the Palm
Pilot - and, something about a 3D adventure authoring system "FATE 3D".
I am not sure any of it is related. For that matter - is Jeff Noyle
still around? Does he have another web site? Maybe all of this is just a
trip down a rabbit hole with nothing but dead ends, but I sincerely
would like to hope differently.
Andrew L. Ayers
Glendale, Arizona
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