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Re: 3D rendering

Posted: Tue Nov 12, 2013 5:42 am
by spynaz
I would like to use the 3D to create a intro or something. You know what I mean?

Re: 3D rendering

Posted: Tue Nov 12, 2013 8:17 am
by retrotails
spynaz wrote:I would like to use the 3D to create a intro or something. You know what I mean?
If it's short then render it in Blender (or something) and play back the frames.

Re: 3D rendering

Posted: Tue Nov 12, 2013 9:50 am
by T-Bone
I think we should work more in 1D. Lines are the shit.

Re: 3D rendering

Posted: Tue Nov 12, 2013 6:04 pm
by spynaz
retrotails wrote:If it's short then render it in Blender (or something) and play back the frames.
How would I play the frames in LOVE then?

Re: 3D rendering

Posted: Tue Nov 12, 2013 7:02 pm
by T-Bone
spynaz wrote:
retrotails wrote:If it's short then render it in Blender (or something) and play back the frames.
How would I play the frames in LOVE then?
There's a library for playing MJPEG somewhere here on the forums. It works okay as long as the resolution isn't all that high. But the video file will likely be larger than the rest of your project :P This kind of reminds me of how old SEGA games, the "SEE-GAAH" sound took up a really significant amount of the cartridge space.

But it really depends on what kind of 3D animation you're thinking of. If it's something simple then you can probably get it done in LÖVE.

Re: 3D rendering

Posted: Tue Nov 12, 2013 8:35 pm
by spynaz
T-Bone wrote:
spynaz wrote:
retrotails wrote:If it's short then render it in Blender (or something) and play back the frames.
How would I play the frames in LOVE then?
There's a library for playing MJPEG somewhere here on the forums. It works okay as long as the resolution isn't all that high. But the video file will likely be larger than the rest of your project :P This kind of reminds me of how old SEGA games, the "SEE-GAAH" sound took up a really significant amount of the cartridge space.

But it really depends on what kind of 3D animation you're thinking of. If it's something simple then you can probably get it done in LÖVE.
Ok.

Re: 3D rendering

Posted: Tue Nov 12, 2013 9:03 pm
by iPoisonxL
T-Bone wrote:I think we should work more in 1D. Lines are the shit.
Well, getting off topic here, but technically 1D would not be visible from the eye. Of course this is basic logic as 1 dimension implies it only stretches out one way, then there would be no line. Just a invisible body that has a length or a height.

Code: Select all

 _________

this is still 2D, as it has 1 pixel height. This is an example of 1D:
                

:)

Re: 3D rendering

Posted: Tue Nov 12, 2013 9:44 pm
by rexjericho
Hey, I've found these resources to be helpful for implementing 3D projection: This short page covers simple 3d wireframe rendering and includes coordinate translation, rotation (About x, y, z axis), scaling, camera view, and perspective transforms. http://www.kmjn.org/notes/3d_rendering_intro.html

And once you implement the above, this page has a derivation for a rotation transform about any axis: http://inside.mines.edu/fs_home/gmurray ... sRotation/

If you are not familiar with vector and matrix math, you'll want to look up matrix multiplication, vector addition, vector dot product, and vector cross product.

Chapter 2 of this book explains vectors, matrices, and transforms for 3D graphics and also includes implementations in C++. I'd also reccommend this book as an excellent resource for raytracing.
http://books.google.ca/books?id=9nJBAJh ... 02&f=false

Re: 3D rendering

Posted: Wed Nov 13, 2013 2:46 am
by spynaz
rexjericho wrote:Hey, I've found these resources to be helpful for implementing 3D projection: This short page covers simple 3d wireframe rendering and includes coordinate translation, rotation (About x, y, z axis), scaling, camera view, and perspective transforms. http://www.kmjn.org/notes/3d_rendering_intro.html

And once you implement the above, this page has a derivation for a rotation transform about any axis: http://inside.mines.edu/fs_home/gmurray ... sRotation/

If you are not familiar with vector and matrix math, you'll want to look up matrix multiplication, vector addition, vector dot product, and vector cross product.

Chapter 2 of this book explains vectors, matrices, and transforms for 3D graphics and also includes implementations in C++. I'd also reccommend this book as an excellent resource for raytracing.
http://books.google.ca/books?id=9nJBAJh ... 02&f=false
Thanks for the info.