Computer Science Canada

(another) 3D program

Author:  Windsurfer [ Sun Aug 13, 2006 7:35 pm ]
Post subject:  (another) 3D program

I figured out a way to do a sort of manual "anti-aliasing" one day, so i combined it with some 3D stuff i've been toying with, and i came up with this. Tell me what you think of the way it works. Mess around with it.
Controls:
move: ASDW for forward/back and left/right
QE for up/down
Right mouse button pans the camera, left mouse stops the movement (brings it to 0)
Spacebar "shoots" red balls.

The right and left arrow keys don't work very well... they're still "in beta"

Author:  Clayton [ Sun Aug 13, 2006 8:56 pm ]
Post subject: 

very cool my friend, although your "ball" things you shoot are a little off when you move left/right, other than that amazing job

+bits Very Happy

Author:  Mr. T [ Sun Aug 13, 2006 11:16 pm ]
Post subject:  Alex's Opinion

Amazing job. There's a random blue line that doesn't seem to be part of the spaceship structure. Confused

Author:  TokenHerbz [ Mon Aug 14, 2006 5:13 am ]
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That is neat, though there are some stars that do not move.

This mess's up the effect alot, and should be fixed.

Author:  MysticVegeta [ Mon Aug 14, 2006 11:40 am ]
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Wow nice program, really nice effects, pretty neat. Good job.
TokenHerbz wrote:
That is neat, though there are some stars that do not move.

I think its because they are really far.. but I am not sure though.

Author:  Aziz [ Mon Aug 14, 2006 6:15 pm ]
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Sweet, if you rotate you're view so you're looking through the top, it's like Darth Vader's TIE Fighter. Sweet.

Die luke, diiiieeee!!

Author:  [Gandalf] [ Mon Aug 14, 2006 6:25 pm ]
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Wowzers, yeah, that's pretty dang good.

Just add something to shoot at and you'll have yourself quite a professional program there. As I understand it, you don't have a 3D model rendering engine in there, so this one step could be a fairly difficult one.

Good job!

Author:  Delos [ Tue Aug 15, 2006 9:51 am ]
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And since this isn't true 3D, you have a little bit of a glitch with your motile stars. Panning the camera (Right mouse button) does 2 things - first, you face a different direction while the stars continue to fly by in the direction they were travelling before you looked away. Then, for some reason, they centre themselves according to your new (?) heading and start flying at you again.
This doesn't make sense. If you're only moving the camera, your direction should not change. Make sense?
Right now your keyboard movement appears to cause the camera object to 'strife' instead of rotate. While this isn't a bad thing, since this is a 3D environment (uh, pseudo), a movement 'left' should rotate the camera left, as well as the heading!.
But that's just me being nit-picky. Melikes.
+ bits.

Author:  Windsurfer [ Tue Aug 15, 2006 7:57 pm ]
Post subject: 

Delos wrote:
And since this isn't true 3D, you have a little bit of a glitch with your motile stars. Panning the camera (Right mouse button) does 2 things - first, you face a different direction while the stars continue to fly by in the direction they were travelling before you looked away. Then, for some reason, they centre themselves according to your new (?) heading and start flying at you again.
This doesn't make sense. If you're only moving the camera, your direction should not change. Make sense?
Right now your keyboard movement appears to cause the camera object to 'strife' instead of rotate. While this isn't a bad thing, since this is a 3D environment (uh, pseudo), a movement 'left' should rotate the camera left, as well as the heading!.
But that's just me being nit-picky. Melikes.
+ bits.

Thanks for the feedback, and the bits! Very Happy

However, I am confused about this "glitch" when panning the camera. Perhaps my usage of the word "pan" was wrong (i mean't rotate... aren't they the same thing though?). This world does, as far as i can understand, follow Newtonian physics pretty well (in fact, get near a star... i put in a procedure that puches it away from you!). Perhaps the issue with the camera was caused by you holding down a key? Since the keys are acsociated with accelleration and not simply movement, holding down forward and rotating the camera (like in a FPS) will not get you moving in that direction instantly. This is outer space, where there is no air friction.
On another "glitch" those two arcs are lines i left there for purely aesthetic reasons.
And the ball things that are "a little off" when you move are due to the fact that the balls shoot 300 units per frame forward, relative to you (the camera) so that when accelerating (remember not simply moving) the balls appear staggered (sort of)

Anyways, enough explaining away my glitches Razz i think i should start commenting and explaining my code more lol

Author:  Delos [ Wed Aug 16, 2006 10:31 am ]
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AFAIK, to 'pan' the camera means to move it laterally in some direction. 'Rotate' on the other hand, is a different movement, turning the camera upon some axis. Both are integral parts of a camera object of course, as well as zooming and turning on/off Laughing.

Author:  Cervantes [ Wed Aug 16, 2006 10:46 am ]
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No, I think panning refers to a rotation of the camera about a fixed axis.

http://en.wikipedia.org/wiki/Panning_%28camera%29

Author:  Delos [ Wed Aug 16, 2006 12:04 pm ]
Post subject: 

Erm...that's a terribly ambiguous article Cervantes. It gives at least 2 exclusive def'ns for the same term...
Either way, def'ns aside, we've at the least determined that a camera object requires:

    - lateral movement (x,y)
    - zoom (z)
    - rotational movement (x, y, z)


How the hell do you get these lists working properly with bullets...Confused?

Author:  Cervantes [ Wed Aug 16, 2006 4:38 pm ]
Post subject: 

[list]
[*]bulleted item
[/list]

Lateral movement needs to be expanded to movement in general. We're in 3D, so the camera doesn't have to be limited to the XY plane.

And zoom isn't a function of z, but rather a function of some value for magnification. The point being, the camera isn't necessarily pointing down the z axis, so using z as a parameter for zoom is wrong.

Panning refers to horizontal rotation of the camera; put another way, it is rotation of the camera about the verticle axis. That's the only definition of it I see in that article.

Smile

Author:  Clayton [ Wed Aug 16, 2006 6:13 pm ]
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for zoom, would you not find the angle between XY axes, XZ axes and determine the path that the camera is going to make determined by the two angles?

Author:  pj_ladd12 [ Fri Aug 18, 2006 3:17 pm ]
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pretty sick, good job man


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