Revised 3d engine
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basil

Now faster AND prettier.

Forum intricacies perplex me, so you just get a link rather than a picture.

http://img69.exs.cx/img69/1708/V3_3D.jpg

Posted on 2004-08-26 14:10:37 (last edited on 2004-08-26 14:13:53)

Overkill

<img src=http://img69.exs.cx/img69/1708/V3_3D.jpg> gives you this:



I shall check the actual 3D engine in a moment.

Posted on 2004-08-26 14:44:05

mcgrue

zippedmartin: basil is nuts
astradian: oh?
zippedmartin: codes 3d engine in verge...but can't type the html for an image link

Says it all, really :D

By the way, Basil, that's brilliant! :o

Posted on 2004-08-26 14:53:10 (last edited on 2004-08-26 14:53:47)

Omni

Amazing! Lighting and backfaces. Good job.

Posted on 2004-08-26 16:08:21

rpgking

Damn, that's awesome :O

Posted on 2004-08-26 17:39:14

Mythril

Only a few more polygons to reach Doom 3 quality! :P

I'd say something like "make games instead", if I weren't too ashamed of not making games myself.

I promise I'll get around to that soon! After making the Kirby plushies I wanted to make because I haven't been able to find any in any stores.

Posted on 2004-08-26 20:08:04

basil

Cheers overkill. What can I say, I'm pig ignorant about html/most stuff.

Posted on 2004-08-26 21:23:06

Technetium

Wow. It looks like you've basically reached the functionality of the SNES "FX Chip".

How far away are we from texture-mapping? :-D

Posted on 2004-08-26 21:35:49

Toen

Put in a nice collision interface and animation so we can make games with it! :D

Posted on 2004-08-26 23:51:05

Omni

Hang on, I don't think the Super FX chip did flat/lambert shading... it was probably just different shades of grey on the Arwing :)

Posted on 2004-08-27 02:36:53

basil

Quote:Originally posted by Technetium


How far away are we from texture-mapping? :-D


If anybody happens to have skarlaths (v2) 3d triangle script hiding away in their archives, then we're maybe a day away.

Hopefully next time I have a crack at this I can figure out how animation works and we can derive some use out of it. I still like grues suggestion of battle system animations.

Posted on 2004-08-27 03:38:15

Omni

Actually...

I went and made my own texture distorter that draws triangles in scanlines, and distorts the texture to it...

I plan on using it for my 3D engine, but you're welcome to use it or at least maybe get some inspiration from it if you like, Basil. Looks like your engine is a little more likely to see the light of day in the not-so-immediate future :)

It's got some...significant problems, but overall, it works. If you don't want to use it you're free to run through it and grab some ideas. It works basically like other 3D texture mappers...for each scanline, distort a line of the image. Now, it uses an unholy amount of RotScales to do this, and after about 250 scanlines it starts to conk-out speed-wise on my Pentium 1.5M computer, but you're still welcome, as I plan on releasing it with any type of 3D engine I develop anyway.

Posted on 2004-08-27 04:07:00

sabernet

dah-ammmm

how tha heck....nevermind, my brain'll blow up if you try to tell me:P

Posted on 2004-08-27 04:32:28

Omni

Er...well, like I said, it's not perfect. It's definitely not perspective correct, and it's definitely not anti-aliased.

In fact, some of the distorts are downright ugly, but it truly does distort the image. It's pretty small too, and the important parts are commented.

Posted on 2004-08-27 04:43:00

zonker6666

You know what you gotta release now dont ya?

The utility you mustve made for yourself to generate those .m files ^_^ .... if you're doing them by hand you belong in the nuthouse.

Posted on 2004-09-01 02:30:10

blues_zodiakos

I was thinking the same thing. :D .m stands for MADNESS!

I hope you were using some sort of plugin or something. :D

Posted on 2004-09-01 02:40:36

basil

Yeah the 'm' stands for masochist. But actually it wasn't too bad for that particular model, I just drew the front face out in paint and noted all the vertices from that.

Incidentally I've since noted that it would be quite easy to create such files from exported vertex files from a real modeller, and have in fact done it for a spiffy 700 triangle spaceship model. For some reason my quicksort crashes with more than 995 triangles, so there's the ceiling at the moment.

And Omni, the texture mapper sounds quite cool. Granted it may look a bit rough, but for me half the appeal of a software engine is getting the ancient 3d look. I had a look at texturemapping and it might be doable for me, I just can't be arsed investing the time to figure it out. Lambert flat shading is about as far as you can take it without an unreasonable speed hit, as all the custom triangle routines I've tried making are painfully slow compared to the inbuilt one.

And don't count on this seeing the light of day in any reasonable amount of time. There will be no more work on it until at least December. I take it you're working on your own engine, and if you figure out an animation system (I gather keyframing is the way it's done) we'll have something UNBELIEVABLY awesome on our hands.

Posted on 2004-09-01 07:02:10

TomT64

Just have to say that I love Omni's description of Super FX chip shading. It probably was shades of grey ON THE ARWING. This statement on its own shows how much 3D use the chip actually got.

Posted on 2004-09-01 09:57:47

Omni

Er...keyframing? Now I've got no clue what that is.

Right now I'm jumping around. As for my engine, I can't improve on the texture mapper much more, so I'll probably create a 3D model file kinda like yours, and eventually get around to figuring out lambert shading.

Also, perhaps a very fast texture mapper that also happens to do as little distortion as possible. :) One of my ideas is a texture rendering throttler, that, depending on the graphical size of the texture to be distorted, will simply do a quick ugly inaccurate blit distort inside of doing it scanline by scanline.

Thus, some of the scene looks ugly, some of the scene looks a bit less ugly, and hopefully it would all run at a semi-usable speed.

Anytime you wanna take a look at my mapping code, just ask. I'd personally like to know how you got the angles right on the lambert shading myself. Setting up the normal I can do, getting the angle and level of the lighting I can't.

Posted on 2004-09-01 17:38:16

basil

If you want, drop me an email explaining how far you've got and we can discuss it. Also if you could send me the texture mapper I'd be interested in having a look.

Posted on 2004-09-01 21:27:11


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