| Computer Science Canada [Contest] Cubular | 
| Author: | Catalyst [ Sun May 25, 2003 12:13 am ] | 
| Post subject: | [Contest] Cubular | 
| Ill give +50 bits to the first person who can make a 3d spinning cube (ill give another +25 bits to the person that can do it in <50 lines without stacking commands) rules: cant use any 3d engine (including mine) must spin on all axes AND have perspective No end date on this one | |
| Author: | Asok [ Sun May 25, 2003 12:40 am ] | 
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| I'm sure one has allready been posted somewhere on the forum by you. | |
| Author: | Catalyst [ Sun May 25, 2003 12:44 am ] | 
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| nope, not in source form | |
| Author: | Tony [ Sun May 25, 2003 12:51 am ] | 
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| could you clarify having perspective requirement? | |
| Author: | Catalyst [ Sun May 25, 2003 12:59 am ] | 
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| it has to have a perspective deformation i.e. it gets smaller as it goes back,etc | |
| Author: | Homer_simpson [ Sun May 25, 2003 11:43 am ] | 
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| i'm almost done and everything works so perfectly but one question... how do i caculate the origin of my cube to be rotated on ? | |
| Author: | Homer_simpson [ Sun May 25, 2003 11:46 am ] | ||
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| this is what it looks like so far... 
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| Author: | bugzpodder [ Sun May 25, 2003 12:00 pm ] | ||
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| Nice! using the formulas i showed you a while back?   
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| Author: | Catalyst [ Sun May 25, 2003 1:03 pm ] | 
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| still need to rotate on 2 more axes if u want the bits | |
| Author: | Homer_simpson [ Sun May 25, 2003 1:12 pm ] | 
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| ya i know... Quote: using the formulas i showed you a while back?  are there any other formulas? how do i caculate the origin of my cube to be rotated on ? | |
| Author: | Catalyst [ Sun May 25, 2003 1:21 pm ] | 
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| same way ud find the center of a 2d polygon | |
| Author: | Homer_simpson [ Sun May 25, 2003 1:33 pm ] | 
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| how da hell do u do that? | |
| Author: | JSBN [ Sun May 25, 2003 1:42 pm ] | 
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| well... I loose at this contest..... | |
| Author: | Homer_simpson [ Sun May 25, 2003 10:53 pm ] | ||
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| whooooooohooooooooo!!!! i did it(still have some bugs tho 
 I'll be fixing the bugs shortly controls are a,s,d,q,w,e | |||
| Author: | JSBN [ Sun May 25, 2003 10:56 pm ] | 
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| nice, very nice +15 bits | |
| Author: | Catalyst [ Sun May 25, 2003 11:25 pm ] | 
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| See 3d isnt hard... Very nice work +50 bits | |
| Author: | Catalyst [ Sun May 25, 2003 11:27 pm ] | 
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| oh btw to find the origin of any 3d object all you have to do is sum up all the values from each axis (x,y,z) then average them | |
| Author: | Homer_simpson [ Mon May 26, 2003 7:38 am ] | 
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| aaaaaaaahhhh... i wanted to do that but then i thought it wouldn't work... =/... i mean wouldn't the negative numbers in x,y,z mess it up? | |
| Author: | Homer_simpson [ Mon May 26, 2003 7:45 am ] | 
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| fixed out the origin finding problem as well =) | |
| Author: | Catalyst [ Tue May 27, 2003 11:04 pm ] | ||
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| since no one went for the 50-line version, here it is note: the drawline code should only be 2 lines long 
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| Author: | Homer_simpson [ Wed May 28, 2003 4:35 pm ] | 
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| lol i could do the under 50 line thing...or could i?! hmmmm i'll give it a try | |
| Author: | Asok [ Wed May 28, 2003 4:36 pm ] | 
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| Homer_simpson wrote: lol i could do the under 50 line thing...or could i?!
 hmmmm i'll give it a try catalyst already posted the solution. | |
| Author: | JSBN [ Wed May 28, 2003 5:07 pm ] | 
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| Catalys scares me..... | |
| Author: | Catalyst [ Wed May 28, 2003 5:23 pm ] | 
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| y is that? | |
| Author: | Asok [ Wed May 28, 2003 5:31 pm ] | 
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| he probably meant to say "Catalyst owns me" | |
| Author: | DJ [ Wed May 28, 2003 5:54 pm ] | 
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| that crazy ass code went over my head | |
| Author: | Homer_simpson [ Wed May 28, 2003 6:54 pm ] | 
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| welll whadaya know i just created my own 3d engine... | |
| Author: | Catalyst [ Wed May 28, 2003 6:57 pm ] | 
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| well wasnt that easy? try to add some features: - hidden polygon removal (culling) - lighting - painter's algo - optimizations | |