3D Vertex Rotation

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Post » Mon Oct 20, 2008 2:28 am

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Post » Mon Oct 20, 2008 3:39 am

Holy smurf!

This is monumental!
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Post » Mon Oct 20, 2008 12:09 pm

[quote="yankeesbro":3j9d580t]Holy smurf!

This is monumental![/quote:3j9d580t]

This. All of it.

Oh, and this too:


~Sol
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Post » Mon Oct 20, 2008 3:21 pm

Thats amazing, awesome job Linkman!
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Mon Oct 20, 2008 4:27 pm

Thanks, everybody. :) I wasn't expecting to get this type of reaction. :P

Anyways, I managed to rig up a system of drawing lines to the proper vertices, but it's too slow at the moment for anything other than pre-rendering the lines on a button press(like, 1/10th of a FPS). I'm gonna try and speed it up, and probably post a new .CAP tonight.
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Post » Mon Oct 20, 2008 9:14 pm

After speed optimizing it, I'll throw the next challenge: make it so that it renders it with PERSPECTIVE >:D
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Post » Tue Oct 21, 2008 4:54 pm

[quote="Drasa":3vcbft97]After speed optimizing it, I'll throw the next challenge: make it so that it renders it with PERSPECTIVE >:D[/quote:3vcbft97]

It's coming, as soon as I can figure up the distance between a vertex and the camera.
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Post » Wed Oct 22, 2008 11:34 pm

when you get this to draw wire frame you should implement some perspective by calculating z depth from camera and making appropriate adjustments and i have a question, how are you so awesome? i m just thinking about all the sweet games i could make with this awwwwww, and shrinking the blue point to a pixel looks much nicer, maybe just subdivide your model 2-3 times for now, itl make the shape way more readable,
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Post » Thu Oct 23, 2008 12:45 am

[quote="QuaziGNRLnose":1m9s07j4]when you get this to draw wire frame you should implement some perspective by calculating z depth from camera and making appropriate adjustments and i have a question, how are you so awesome? i m just thinking about all the sweet games i could make with this awwwwww, and shrinking the blue point to a pixel looks much nicer, maybe just subdivide your model 2-3 times for now, itl make the shape way more readable,[/quote:1m9s07j4]

I am just naturally awesome. :P

Anyways, it appears that there's no real way to speed up wire-frame drawing. When you're having to loop through each vertex three times each each frame, it just gets bogged down. Perspective will hopefully happen at some point, but the math is really a pain in the butt and I'm having trouble with it at the moment.
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Post » Sat Oct 25, 2008 1:50 am

Okay, so apparently I lied about being unable to speed it up and now I feel stupid. :P All I had to do was store each face in its own object and give it the locations of the vertices that connect to make the face. Then I send those numbers through the same math I use for rotating the vertices. Boom! Fast wireframe. Although, it's not so fast that I would go ridiculous with it. I wouldn't recommend taking it above 400 vertices/faces or it won't run well for some people. Anyways, here it is:

Fast Wire-Frame Drawing

Sorry that there's still no perspective, but I think I'll leave that up to someone else to figure out. :?
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