Computer Science Canada Thuvs"s 3D Engine Demo |
Author: | DIIST [ Mon Apr 09, 2007 11:22 am ] |
Post subject: | Thuvs"s 3D Engine Demo |
Well it works, a tad bit fater than before: Features: Lighting, Rotation, Loading from file, and primitive object(right now only a box, but i'll get there ![]() Next realease, hopefully ![]() cellshading, culling, more primitive objects. Get the ball rolling! conversion from raw and arf formats to .seki files ![]() documentations and some serious optimizations ![]() How to use: Arrow keys to turn light! Mose to rotate Esc key to quit |
Author: | uberwalla [ Mon Apr 09, 2007 12:26 pm ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
edit: never saw it, now i do edit2: very nice man i like the way the ship moves fluently. the flickering is kinda freaky cuz i didn't know it would do that right away. you should add moving stars in the bg, that'd be sick lol ![]() gj, i like it ![]() |
Author: | Geostigma [ Mon Apr 09, 2007 9:47 pm ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
Okay, impressed youhave a omni system created, now I want to see you render a texture to the model. Then you can actually use this engine. |
Author: | DIIST [ Mon Apr 09, 2007 10:18 pm ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
I tried renedering textures before but fps drops quite a lot. ![]() But it will ber interesting, i'll give it a shot for the next realease. |
Author: | Geostigma [ Mon Apr 09, 2007 10:24 pm ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
Well the problem is that you want to make 3d in Turing, thats great. You should be able to do textures. SNES had star fox which was a 3d game. If they could create a successful game on a shaddy snes engine, then why can you do the same with Turing? HOWEVER they just coloured the polygons because they couldn't do textures for your obvious reason. Get selective poly colouring. and try to get a few ships move across the screen doing something to test the functionality of your engine. |
Author: | ericfourfour [ Tue Apr 10, 2007 9:23 pm ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
Fortunately for the SNES programmers, they were using much more developed programming languages than Turing. Although, the high processing power in today's computers (compared to SNES) will probably balance it out. |
Author: | Geostigma [ Tue Apr 10, 2007 9:35 pm ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
Exactly. |
Author: | DIIST [ Thu Apr 19, 2007 12:35 pm ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
Lates BugFixed Engine plus file chooser and a bunch of compatable meshes i got from this site, ![]() +a lot faster thats for sure. Trying to push for textures, and coloured polygons + easy to use functionality for next release. Maybe enbeded objects if chem teacher lightens the load ![]() |
Author: | petree08 [ Thu Apr 19, 2007 2:55 pm ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
Wow this program is crazy! I thought 3d in turing was impossible Thanks man for posting this |
Author: | Geostigma [ Sun Apr 29, 2007 10:06 am ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
game engines do use tri's so I don't know why your doing quad splicing unless its for textures |
Author: | DIIST [ Sun Apr 29, 2007 10:41 am ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
Quads can free up resources when you are using square face planes like cubes. Cubes would render lot faster with quads than with triangles. Most 3d engines do both. I planing to do both but first bring textures to quad faces then tri's. Because i noticed coding for with quads is a lot easier than with triangles, especially for textures. |
Author: | Andy [ Sun Apr 29, 2007 8:38 pm ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
it's not hardware accelerated so it doesnt matter whether he uses quads or triangles. windows gdi will drow them as bitmaps so its all the same. |
Author: | DIIST [ Wed May 02, 2007 8:25 am ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
So for this is how it looks! But it runs at 3FPS, once i make it go faster i'll post the code! ![]() |
Author: | program_x [ Wed May 02, 2007 9:33 am ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
WOOT!! star fox for SNES!! i beat it many times, but thats not the point. i like the lighting but i agree, is there any way to speed it up ? |
Author: | zylum [ Wed May 02, 2007 9:40 am ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
very nice though 3 fps is a bit impractical. i doubt you will be able to improve the frame rate enough to make it practical. if youre calculation for each pixel is relatively fast compared to the drawing of the pixel (ie just looking up an RGB value in memory) i have a method to improve the drawing speed though its a bit of a hack. |
Author: | DIIST [ Wed May 02, 2007 12:21 pm ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
program_x wrote: WOOT!! star fox for SNES!! i beat it many times, but thats not the point. i like the lighting but i agree, is there any way to speed it up ? 4th Guy to say that. Its really a giant red Panda. ![]() zylum wrote: very nice though 3 fps is a bit impractical. i doubt you will be able to improve the frame rate enough to make it practical. if youre calculation for each pixel is relatively fast compared to the drawing of the pixel (ie just looking up an RGB value in memory) i have a method to improve the drawing speed though its a bit of a hack. I'm guessing the hack cant be posted, would be nice to increase the frame rate. The speed can increase with my program but its inconsistent. It jumps to 10fps then goes back to 3. Reason is I'm using fractals to texture and the depth of the fractals is all dependent on the object orientation, and angle. I'll post the code in a bit, but everything is all over the place and i have to organize it. + Document it |
Author: | zylum [ Wed May 02, 2007 11:25 pm ] | ||
Post subject: | RE:Thuvs"s 3D Engine Demo | ||
its a hack in the sense that i draw using something that wasnt intended to be used for drawing. basically i use the sizepic and takepic methods and the associated array as a buffer and draw to that then i output it all at once. though upon further testing it seems to be about as fast as offscreenonly ![]() here is some example code. basically the buffer array stores the image in a sort of bitmap format so you might wanna read up on that. also i didnt really optimize the code so maybe you can speed that up (probably a lot).
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Author: | DIIST [ Thu May 03, 2007 4:06 pm ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
Very usefull ![]() Leave texture for the rendering engine, so you can expect lag. |
Author: | DIIST [ Sat May 05, 2007 12:05 pm ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
Well heres the code for texturing on cubes. Didnt manage to get any further. The codes not organized but i eventuall do it ![]() |
Author: | Wing_Wing [ Sat May 26, 2007 7:18 pm ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
After I just downloaded the file and ran it, I received an error: I/O attempted on unopened stream number -10. Open failed with message 'File "C:\Users\Home\AppData\Local\Temp\Rar$Dl01\ship.seki" not found'. or something like that. Ringing any bells? |
Author: | Saad [ Sat May 26, 2007 9:40 pm ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
You ned to extract the files to a folder, else it wont work |
Author: | Tallguy [ Mon May 28, 2007 8:06 am ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
sweet!!!!!!!!!!!!!!!!!!!!!!!!!!!!! so tripy |
Author: | CodeMonkey2000 [ Mon May 28, 2007 6:53 pm ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
Wow. I wish I knew more about 3d graphics ![]() |
Author: | DIIST [ Mon May 28, 2007 8:44 pm ] |
Post subject: | Re: RE:Thuvs"s 3D Engine Demo |
CodeMonkey2000 @ Mon May 28, 2007 6:53 pm wrote: Wow. I wish I knew more about 3d graphics I started out thing the way to solve a 3d problem was using a 3 dimensional array. I had weirder ideas than that too about 3d graphics. Currently I'am in grade 12 taking discrete math and geometry. Decided to test out what i learned. I usually just write my programs in turing cause its faster(an im used to it), but i know c and java and an assortment of other languages too. This was actually based off my original engine i built in grade 11, man has it improved after learning OOP. ![]() ![]() |
Author: | CodeMonkey2000 [ Wed May 30, 2007 10:44 am ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
I've been think about collision in 3d. You can still use 2d tile method of colliding for basic plat formers. Each height level checks from a different text map though. Or if you want a more precise method , imagine a sphere around your objects. You need incorperate Z into the equation: sqrt((deltaX)^2+(deltaY)^2). This equation will give you the distance between two objects. If the distance between the two polygons is greater than the sum of the radiis then *boom!* they collide, game over. Both of these methods are more efficient than the whatdot colour method, and this is important since 3d is slow in turing. |
Author: | Tallguy [ Wed May 30, 2007 11:28 am ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
when i ran ur texture program i get a blank screen....i can't open any of ur files at all |
Author: | DIIST [ Wed May 30, 2007 11:44 am ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
For some odd reason turing has a problem with setcolor if your on a win98 or lower environment. It works on the P3 xp computer at school. If you want ill post up the code that dosent use RGB.SetColor, but it wont have any lighting. As for the files, there not written in quads. Im currently working on newer engine, by the looks seems to be a lot faster with more improvements which will include texture for triangle mesh files. Probably release it in a month. Its going to take a while because i want to make a game with the engine to test its capabilities. |
Author: | DIIST [ Wed May 30, 2007 4:14 pm ] |
Post subject: | Re: RE:Thuvs"s 3D Engine Demo |
CodeMonkey2000 @ Wed May 30, 2007 10:44 am wrote: I've been think about collision in 3d. You can still use 2d tile method of colliding for basic plat formers. Each height level checks from a different text map though. Or if you want a more precise method , imagine a sphere around your objects. You need incorperate Z into the equation: sqrt((deltaX)^2+(deltaY)^2). This equation will give you the distance between two objects. If the distance between the two polygons is greater than the sum of the radiis then *boom!* they collide, game over. Both of these methods are more efficient than the what dot color method, and this is important since 3d is slow in turing. Spherical collision would be the best for 3d but like the Perfect Circle Collision tut showed you have to take into the account that object may pass through one an another on two separate frames but still never collide. Solid Boxed collision could be better thought. With solid box collision you just compare the points of one objects collision box to see weither it is inside the collision box of another object. It is faster in the since that you are just using comparisons as opposed to actual calculations using math and the distance formula. You still have to worry about collision missing thought ![]() |
Author: | CodeMonkey2000 [ Wed May 30, 2007 4:25 pm ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
I believe many games from the ps1/n64 era used the tile system. I know metal gear sold, crash bandicoot and spyro used the tile system. Many fps used raycasting along with a tile system (such as doom, wolfen Stien 3d, etc.). And the great thing about a tile system is that level editing is 10 times easier. |
Author: | DIIST [ Wed May 30, 2007 4:47 pm ] |
Post subject: | Re: RE:Thuvs"s 3D Engine Demo |
CodeMonkey2000 @ Wed May 30, 2007 4:25 pm wrote: level editing is 10 times easier. Tell Me About It. ![]() I saw your level editor, not bad. My new engine is on the works. I made a few improvements, and i'm actually documenting this time so some user that are making their own engines can understand what i did. I plan to create a complied html file of my class and methods kinda like f10 in turing once i learn how. Well this is what i plan on adding. Tell me what you guys think. If you have any special request, post them up to. This is the list that i plan to code on the next release : -textures (done for the most part) -colored polygons -directional lighting -point lighting -enabling 2d graphics to be drawn 3d surfaces (a supplement for textures) -3d mouse movements and keyboard support -camera,scene and world class -height maps (tile maps) -special class that lets you draw grass, water and clouds -3d particle engine (fire, rain, stars, etc) -reading from variety of formats like .raw, .obj, and lwo -mesh compressor (reduces the number of polygons & points in mesh ) -3d file editor -3d scene creator -ray tracing engine (going to be written in C) that will render a scene to a image If any one wants to help me on this engine and make it a joint project feel free to pm me, or add my msn. I will share the credit. |
Author: | DifinityRJ [ Thu May 31, 2007 3:55 pm ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
my god.......i envy...you... ![]() This is soo cool, i'm trying to learn 3d , not as easy as i thought it would be. |
Author: | Tallguy [ Fri Jun 01, 2007 8:20 am ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
according to my comuter ur program has several errors, like pics wont load etc, i don't think its ur program, so good work so far |
Author: | DIIST [ Thu Jun 07, 2007 11:46 am ] |
Post subject: | Re: Thuvs"s 3D Engine Demo |
Can any one give me their opinion on how close this looks to cell shading? ![]() I basically reduced the pallet size and color variation from my previous engine to produce this effect. And added the weird outline. I'lll post the code up in a bit. |
Author: | Nick [ Sun Aug 12, 2007 5:13 am ] |
Post subject: | RE:Thuvs"s 3D Engine Demo |
DUDE YOU ARE GOD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! TEACH ME!!! lol in all seriousness tho this is amazing and u are amazing for doing this... also as a programmer myself this would work wonders in my games i make althoguh lag might be a problem ![]() all in all YOU ARE GOD!!!!!!!!!!!!!!!! keep up the good work |