Talk:2.5D

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The writer claims that "while optimal cutting tool paths for true 3-dimensional objects can be NP-complete, although many algorithms exist", I don't know where did the author get that knowledge, but based on my years' of study on path planning problem, unless you only allow the cutting tools to move along finite directions, for example, only along x or y directions on a grid, you cannot proof this problem is NPC.

"Gimbal Lock" is a nice buzzword, but in how far is it related to the subject? Apart from that, Quake (like most ego-shooters) has only 5 degrees of freedom (or 4.5 DOF, if you account for jumping as only 0.5), so gimbal lock should not be of such a big issue anyway? How do you rotate around 2 axes and produce gimbal lock? —Preceding unsigned comment added by 91.35.163.234 (talk) 14:49, 17 October 2007 (UTC)

Contents

[edit] Picture

This article needs a photo.

  • Exactly my sentiments. --W3stfa11 06:31, 26 January 2007 (UTC)

[edit] First-person shooters

I don't think that the lack of "room over room" is related to be a 2.5D game. The well known example where this is the case is Doom, though this limitation is due to its 2D BSP tree and not the 2D sector structur. Also well known are the Jedi engine (Dark Forces) and the Build engine, which don't use BSP and are in fact able to let sectors overlap, so you can in fact have rooms over rooms. Yet they are both considered 2.5D. Overlapping sectors can even share the same height in space which would be impossible in a true 3D environment. One of the DM levels in Duke 3D actually makes use of this "feature", and in the 6th Dark Forces level, there is a room crossing an elevator shaft (probably an oversight by the designer). I'd say, it comes all down to the vertices, which have 2D coordinates in all those 2.5D engines, and 3D coordinates in true 3D engines. LogicDeLuxe 20:58, 3 June 2007 (UTC)

[edit] Should this be split?

Wouldn't this better be suited for a "multiple meanings" page leading to different articles? This would maybe make the photo problem easier as well. I agree, a photo would be nice but to what topic of the many? (Sorry for the bad english) 80.135.100.134 20:18, 3 April 2007 (UTC)

[edit] Merge of pseudo-3D

The Pseudo-3D article covered the same information so I merged them. The choice of 2.5D over Pseudo-3D as the main page was based on three factors:

  1. the 2.5D page has foreign pages associated with it (JA, PL, ZH) while Pseudo-3D had none
  2. the 2.5D page had more "What links here" links (61 or so vs 22)
  3. the 2.5D page already has redirects, so I would have had double redirects to fix up; the Pseudo-3D page had none

I have no passion one way or the other on which page name is used. The resulting merged page does still need cleanup, however. --Ishi Gustaedr 17:50, 31 May 2007 (UTC)

[edit] I too think this should be split.

I believe that at the very least, this article should be split between 2.5D in terms of graphics and 2.5D in terms of gameplay. —Preceding unsigned comment added by 202.163.222.51 (talk) 07:58, 8 February 2008 (UTC)