Yes.
In my "never to be finished" game that I am no longer working on I used this technique. Download is available here (should have source code too):
http://home.swiftdsl.com.au/~gezeder/lloyd/GBS_Update.zip
If you were using blitz3d sprites then you would do the following:
Create an animated texture containing 64 frames - 8 across and 8 down each of size 32 pixels by 32 pixels (256x256 sized texture). Each of these frames contains a rendered image of your 'man' from a different direction and pose.
Prior to calling renderworld loop through all of the sprites and set their texture frame based on what direction they are facing and what direction the camera is facing. In my game I used 4 frames for walking, 3 frames for attacking and 1 frame for dying (8 in total) with 8 directions (45 degree angle rotations around y axis) to give 64 frames in total.
In my "never to be finished" game that I am no longer working on I used this technique. Download is available here (should have source code too):
http://home.swiftdsl.com.au/~gezeder/lloyd/GBS_Update.zip
If you were using blitz3d sprites then you would do the following:
Create an animated texture containing 64 frames - 8 across and 8 down each of size 32 pixels by 32 pixels (256x256 sized texture). Each of these frames contains a rendered image of your 'man' from a different direction and pose.
Prior to calling renderworld loop through all of the sprites and set their texture frame based on what direction they are facing and what direction the camera is facing. In my game I used 4 frames for walking, 3 frames for attacking and 1 frame for dying (8 in total) with 8 directions (45 degree angle rotations around y axis) to give 64 frames in total.