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3D models - A call To Arms [3d][z80][ez80]

b/[Inactive] gLib 3D polygon library (TI-83+/84+/CE/83PCE) Started by TheMachine02, May 09, 2017, 05:36:50 PM

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u/TheMachine02 May 14, 2017, 09:23:36 AM
Well, rendering scaled/rotated 2D sprite is a matter of skipping one dimension and use the exact same code as with 3d rendering. So yeah, draing only two textured triangle and rotating 4 vertex is pretty fast. That could indeed be used.
u/c4ooo May 14, 2017, 05:50:20 PM
Quote from: TheMachine02 on May 14, 2017, 09:23:36 AM
Well, rendering scaled/rotated 2D sprite is a matter of skipping one dimension and use the exact same code as with 3d rendering. So yeah, draing only two textured triangle and rotating 4 vertex is pretty fast. That could indeed be used.
If rendering rotation / scaling of 2D sprites, why not treat them as a single rectangle instead of two triangles? I dont understand the reason behind why everything 3D is made from triangles lol
u/kotu May 14, 2017, 06:26:03 PM
The reason things are made from  triangles in 3D is: a polygon with 3 vertices defiines a plane - one with 4 vertices can define up to 2 planes

*edit*
so with a triangle you always know whether the whole thing is visible or not.
Last Edit: May 14, 2017, 06:27:52 PM by kotu
u/c4ooo May 14, 2017, 07:49:21 PM
Quote from: kotu on May 14, 2017, 06:26:03 PM
The reason things are made from  triangles in 3D is: a polygon with 3 vertices defiines a plane - one with 4 vertices can define up to 2 planes

*edit*
so with a triangle you always know whether the whole thing is visible or not.
Well i meant if it was ported to just allow 2D sprites on a 2D surface. I guess my post was confusing since i mentioned 3D :(
u/TheMachine02 May 14, 2017, 08:46:52 PM
Sure, 2D blitting method could also be programmed, but it would be very close to what textured triangle code is, and there is little point to use maybe a little more optimized code which would add a lot of weight to the already heavy program. Futhermore, there isn't many gain to be expected from a custom 2D pipeline, especially that the integration with the 3D will be harder. Better off using 3D pipeline for everything (not UI though  :P )
u/xMarminq_ May 15, 2017, 12:32:39 AM
You could just pull a Doom and make it look 3D
u/p2 May 15, 2017, 08:39:17 AM
using gLib with 2D chars could result in a really impressive framerate if I think about how simplified the map of nDoom was...
But doesnt that kill the purpose or a real 3D game? ;)

sure it'd do for a first demo of gLib, but I doubt that's what he wants.
As I understood it, he needs real 3D char models to test gLib on a real 3D game to evaluate the speed ;)
u/TheMachine02 May 15, 2017, 11:55:46 AM
Exactly, since using 3D model for character open a whole world of possibilities against using only 2D precomputed image, especially in lightning (cause yeah, my lightning is quite efficient right now). And even if the speed isn't enough to ouput full 320x240, I have the possibilities to lower the resolution....
u/c4ooo May 15, 2017, 09:50:10 PM
Maybe you can do something simple like this just to showcase the engine? :)

u/p2 May 16, 2017, 08:09:49 AM
Do you guys still remember the ravenfield topic?
I guess such a simplified character model (rather similar to minecraft) would be enough for testing the speed in a first demo :)
Even tho it wouldn't really show the true beauty of the light stuff :/
u/c4ooo May 16, 2017, 08:09:25 PM
Quote from: p2 on May 16, 2017, 08:09:49 AM
Do you guys still remember the ravenfield topic?
I guess such a simplified character model (rather similar to minecraft) would be enough for testing the speed in a first demo :)
Even tho it wouldn't really show the true beauty of the light stuff :/
3D minecraft would be awesome too
u/p2 May 17, 2017, 05:36:56 AM
not very realistic cuz of the amount of blocks that have to be rendered for a decent game experience.
in a simplified building like in nDOOM like 20 surfaces are shown in average (guessed, idk for sure) but for minecraft... x.x

I think an nDOOM like map combined with a minecraft-style character would be best suited...

Feel free to correct me if I'm wrong @TheMachine02 ^^
u/TheMachine02 May 17, 2017, 09:46:17 AM
Yeah minecraft despite his low-poly appearance is still quite heavy for CPUs. You have to build up chunk & many polygons may be needed to be rendered. With significant shortcut such as very low view distance it could be possible though. gLib can still output a heavy number of triangles per frame hopefully  :P
u/Dream of Omnimaga May 17, 2017, 06:11:58 PM
I think the Minecraft issue is that you need to render every single side of the squares, right? In regular 3D games, the terrain is usually a bunch of walls stuck together while Minecraft is individual blocks
u/WholeWheatBagels May 17, 2017, 06:20:11 PM
IIRC why Minecraft is so CPU-intensive is that it has to calculate what blocks to show and render them in real-time dynamically instead of a fixed map like other games. Not sure if this is actually why tho.
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