For making 3D in CC, you're either going to want to look into the rasterising process (the hard option) or use the OpenGL Peripheral (the easy option).
The only problem with either one is that CC can't handle it. That is if you want to get into masking with textures that were made for it. CC wasn't made for PNG / BMP / bltBit type of graphics. Even OpenGL wont work on it. I could make a graphics version that uses each byte / character as part of the picture I suppose. Meaning, ASCII type of graphics. But with the limit of CC in the graphical aspect of it, it does make it difficult for a decent look. 3D is doable, if you like ASCII art. That is what I am finding out over the past couple hours. Funny, you don't know the limits of CC until you try to get into graphics.
One thing I noted however.. I can use a setTextScale of 0.5 in CC. I just can't do it in any of the emulators. Setting it to 0.5 does add to the screen resolution. So I might make a game with this idea in mind. I just wish the emulators would work with it. Would make my job easier. Better then to having to log into minecraft every time I want to work on this.
Spoke to a couple others on this forum and I see that games are needed. So I have a couple ideas I might try to work on. I have two multiplayer games in mind. I have already experimented with networking in CC. So I do have some experience there. So now I just need to work out the game ideas themselves. With graphics.. well.. best I can that is.
Well, computercraft is already a VM running inside a VM, and tbh trying to run a separate 3D graphics system inside of a game is a pretty demanding task. Bearing in mind for some people (like me) minecraft barely runs ok on a good day (I half blame Java, half the lack of optimisations in Minecraft).
OpenGL used to work once upon a time:
http://www.computerc...-computercraft/Nobody's updated in a while though.
I'd give it a go, but Java isn't my language. I'm a C# person, with touches of C and C++.
There have been attempts at Raycasting engines and such:
http://www.computerc...e__hl__graphicsBut the people in charge won't make any official high power stuff because they want to keep servers balanced or something like that.
Again, I'd do it myself, but Java.
If you want proof that things are possible though, look at nitrogenfinger's channel:
http://www.youtube.c...NitrogenFingers He's made some pretty decent stuff with what little is available.
Set text scale only works with monitors, but if you've seen how massive those things can get, you should know the sheer size of image you could manage. I haven't counted it but you could probably fit a few game sprites on there. I agree with the emulators, but again, I won't complain too much since someone actually bothered to make them. Again, if it weren't for Java, I'd be a lot more active and built my own emulator and stuff.
Games are always talked about and never done. Most people don't get the time or get distracted or go off course. Part of it is the lack of a decent IDE to keep people's interest, part of it is just people realising how hard it is. As a college student of gamedev and one of the only 2-3 programmers in my class (1 is webdev, but he can do a bit of regular stuff if coerced) I realise making a game is a tall order (I have quite a bit of experience with the XNA game engine and despite being a programmer for 1-2 years now, I have yet to finish anything half decent).
Making a game for a regular game engine is hard enough, let alone a quarter power engine running in an already lagging game. It's not impossible however, it's just lots of hard work and requires experience. I'm currently working on an OS for CC in what little time I get left over from college work. Once I've finished though, I may consider taking on some other matters. As a part of my OS, I've been developing some graphics management systems, and I have one that may just be suitable for fast graphics, but it's still in the preliminary tests. I tried it earlier today and using a mathematically based colour patterns and the sleep command, I managed to get it operating at a 30 fps full screen refresh rate. When I tried to handle input it slowed down, but in a real game it wouldn't be refreshing the whole screen, only the areas that need updating (which was actually the whole basis of the system).
I don't know if you're familiar with the windows forms API for the .Net languages, but in it, form controls only redraw when they need redrawing and only invalidated areas, which is different to what a game normally does. Normally a game has hardware access so it can full screen refresh every single time, but the lua system isn't fast enough to support that system, so I developed one centred around the forms library idea of only actually redrawing the areas that need redrawing. Again, still preliminary, but keep an eye on my OS and when my schedule is more free, it will be out there.