Hello!!!
I wanted to formally announce my current project to the forum! Just so that... anyone who's been, even remotely intrigued, can now be "in the know."
Unfortunately, I'm a bit late as far as projects go, considering the fact that I stubbornly rejected LBP3 and it's very existence for quite some time. So I'm not even expecting minimal player exposure, but the project has been challenging thus far, and that's, if nothing else, good enough reason for me to pursue it. Anyway:
Axis-3D is my attempt to add full 3D capability to LBP3. With the use of algebra, trigonometry, and calculus, I've managed to create a kind of 3D render engine that utilizes: the non-rotary 3D camera, decor-spinners, decorations, experimental position-based movers, and maybe other stuff if I'm up to it.
At this stage, I have the math of the engine figured out. With it, I've rendered 2 spheres (spheres for a reason, bare with me), each with their own active 3D coordinates. I can look up/down, left/right, jump, and more, all the time rendering the positions of the spheres to coincide with a 3D environment.
The microchips that render this 3D data are modular and can be placed anywhere on a top-down semi-3D debug map, to act as flora, obstacles, floors, or more. This microchip can even be placed on other players to support multiplayer.
In the context of multiplayer, its potential is limited to the stress my engine puts on the console; an additional player would need their own 3D render zone, with its own decorations and more. I'll be sure to make every optimization pass I can, but if nothing can be done to ensure a certain standard (taxation on the console), multiplayer support will be scrapped.
My current standing:
Movement yes, Rotation no:
So, why am I only using spheres? It's because 3D coordinates are one thing, but the rotation of objects is another: if I push the analogue stick left to turn the camera, a block sitting beside me will appear to orbit (move around me), but won't necessarily be rotating. This facet is actually more of a challenge than I predicted, but it can be solved; if not by decoration spinners, than by invisible sackbots.
Merely having an engine doesn't make a game:
Even if I pass over the engine multiple times until it works at a speed I want, it won't be much use if I didn't make an experience highlighting the engines wonders. This means, plainly, that I need to make a game out of it; and frankly, I've never been as good with finishing artsy projects as I have with tech projects. So in the event I just can't be bothered, I may just publish the engine itself with tutorials and all, so that others can make their artsy games instead of me.
Environments will be difficult:
While I could just slap a 3D coord-tracker chip on the floor of my debug map, and have it control a "floor" decoration's movement in the render zone, I don't have access to materials, or decoration mounts (I can only use decorations as-is). This means that anyone who's used to making 3D levels with material-based environments will be slightly perturbed.... sorry.
This also means that using decor-mounts to squash decorations into floors, ceilings, etc., is a no-go. Using some of HFMiles' background-elements decorations will be useful. But even still, environment building will be difficult.
I'm looking forward to the future of this Axis-3D project, let's hope it stays on track.

