3D Polygon Rendering Engine!
Posted: Thu Dec 27, 2012 4:52 pm
I've seen that this had been done countless times; on youtube I've seen some demo's and on the löve forums were some cool demo's too of applications able to render 3D stuff, but rarely was it possible to look in all directions and fly anywhere you want with those engines. Mine can.
I was planning on making 3D games with it, but I didn't want them to be untextured. And like I've read a lot, and all of ya probably know, textured polygons aren't supported (yes, you can make them, but they need to be preloaded in a canvas/whatever and can't be skewed according to perspective and depth. A real game needs perspective correct textures that change in real time, and unfortunately, that's not really what löve can do). I'm not gonna plot pixel by pixel textures. First of all, that would be affine textures, so not really usefull. Secondly, it's too memmory expensive.
Okay, so I got around 10 FPS with +3000 triangles. Z-indexing does work, but polygons that are "too large" and who's vertices aren't in your field of view will end up with vertices being rendered in the wrong spot on your screen. The engine can directly load models that were made in modelling software by providing polygon vertices. The polygons are collored according to the lighting matrix, which is a vector. I could give a lot of details, but it's all inside the code, which I'm not giving out at the moment.. It's unfinished (srsly, it's not the kind of excuse I'd like to use). Please don't be mad that I come here without giving a demo.
I need suggestions, or ideas of what I could do with this (possibly to improve it). Ask me for details about the engine and coding, I'll be happy to answer.
Video with demo:
[youtube]http://www.youtube.com/watch?v=kXWboA5JVYI[/youtube]
Example helicopter (3000+ polygons):
Gas station or something (8900 polygons):
Yay. I'm not good at typing forum posts with scructure. But I do love coding
I was planning on making 3D games with it, but I didn't want them to be untextured. And like I've read a lot, and all of ya probably know, textured polygons aren't supported (yes, you can make them, but they need to be preloaded in a canvas/whatever and can't be skewed according to perspective and depth. A real game needs perspective correct textures that change in real time, and unfortunately, that's not really what löve can do). I'm not gonna plot pixel by pixel textures. First of all, that would be affine textures, so not really usefull. Secondly, it's too memmory expensive.
Okay, so I got around 10 FPS with +3000 triangles. Z-indexing does work, but polygons that are "too large" and who's vertices aren't in your field of view will end up with vertices being rendered in the wrong spot on your screen. The engine can directly load models that were made in modelling software by providing polygon vertices. The polygons are collored according to the lighting matrix, which is a vector. I could give a lot of details, but it's all inside the code, which I'm not giving out at the moment.. It's unfinished (srsly, it's not the kind of excuse I'd like to use). Please don't be mad that I come here without giving a demo.
I need suggestions, or ideas of what I could do with this (possibly to improve it). Ask me for details about the engine and coding, I'll be happy to answer.
Video with demo:
[youtube]http://www.youtube.com/watch?v=kXWboA5JVYI[/youtube]
Example helicopter (3000+ polygons):
Gas station or something (8900 polygons):
Yay. I'm not good at typing forum posts with scructure. But I do love coding