Learn about homogenous coordinates and the great 4x4 matrix for transforms. Define a camera by a position and a rotation expressed in the 4x4 matrix. Transform your 3D geometry by this camera. Perform the perspective divide and scale to your window. This converts your 3D data to 2D. Render the data as 2D.
Now you're going to lose out on a depth buffer, so stick to wireframes in the beginning. Improve this answer. Frank Krueger Frank Krueger Yes I will surely try to make this, and I will nor change my mind. I read about all about this things and I want to find more informations. You said earlier that you had written a tutorial for this, do you have a link?
Add a comment. One simple approach could be: Read model file as triangles Transform each triangle using matrices to account for camera position Project triangle points onto 2D Draw 2D triangle probably using GDI This covers wireframe viewing. Two possible ways: Z-order sorting the triangles and drawing the ones furthest from the camera first. This is simple but inefficient if there are a lot of triangles and can give overlapping triangle effects when the order is not quite correct.
You also have to decide how to sort the triangles - e.. Using a software depth buffer. This will give better results but is more work to implement. You will have to write your own triangle drawing code so cannot rely on GDI.
See bresenham's line algorithm and related algorithms for doing filled triangles for how to do this. Good luck - could be an interesting project.
Thank's for the info, I'l search the book and see if I can find some answers there. Yes I know that, but I need to make this project in VB6 and I have to use alot of algorythms and math, so I can't think of anything else. Shay Erlichmen Shay Erlichmen Yes I found the source code of an earlier version of this, I will try and see how it work's. Glorfindel MarkJ MarkJ Aaron Aaron 8, 5 5 gold badges 39 39 silver badges 38 38 bronze badges. I don't really have to make a full 3D Software Renderer but at least It needs to have Camera, lights, shading and transformations.
Even if they are for VB. NET you can find some useful code:. Salv0 Salv0 1, 3 3 gold badges 11 11 silver badges 22 22 bronze badges. For information about how to add a model to your project, see the Getting Started section in Model Editor. Add a cube to the scene. In the Toolbox window, under Shapes , select Cube and then move it to the design surface.
Subdivide the top of the cube. In face selection mode, choose the cube once to activate it for selection, and then choose the top of the cube to select the top face. On the Model Editor toolbar, choose Subdivide face. This adds new vertices to the top of the cube that split it into four equally sized partitions. Extrude two adjacent sides of the cube—for example, the front and right sides of the cube. In face selection mode, choose the cube once to activate it for selection and then choose one side of the cube.
Press and hold the Ctrl key, choose another side of the cube that is adjacent to the side you selected first, and then on the Model Editor toolbar, choose Extrude face. Extend one of the extrusions. Choose one of the faces that you just extruded, and then, on the Model Editor toolbar, choose the Translate tool and move the translation manipulator in the same direction as the extrusion.
Triangulate the model. Godot provides a full set of tools, so you can just focus on making your game. Stride formerly Xenko is a free and open-source 2D and 3D cross-platform game engine. It comes with a robust editor toolchain and realistic graphics. Wave Engine is a graphics development engine for business and industry.
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