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Topic: 3d mesh in 2d engine, 3d coordinates

+Anonymous A5 years ago #58,405

greetings help how do i implement 3d mesh in 2d game engine/app creator, with 3d xyz coordinates as basic information like (0,1,0) and so on, basically for collider mesh or sensors...?

+Anonymous B5 years ago, 1 minute later[T] [B] #605,140

No one gives a FUCK. Please take this topic to Fags.com.

·Anonymous A (OP) — 5 years ago, 31 seconds later, 2 minutes after the original post[T] [B] #605,141

@previous (B)
k glad you enjoyed it
pls come again

·Anonymous B5 years ago, 1 minute later, 4 minutes after the original post[T] [B] #605,142

@previous (A)
Enjoys my hairy nuts with English Leather cologne.

·Anonymous A (OP) — 5 years ago, 3 minutes later, 7 minutes after the original post[T] [B] #605,143

@previous (B) no one wants that? it must be pretty ugly

+Anonymous C5 years ago, 19 minutes later, 26 minutes after the original post[T] [B] #605,145

@OP
You clearly have no idea what you're doing, and as such before you try to make a game you should learn the basics of programming and mathematics.

·Anonymous B5 years ago, 3 minutes later, 30 minutes after the original post[T] [B] #605,146

No. One. Cares.

·Anonymous A (OP) — 5 years ago, 14 minutes later, 44 minutes after the original post[T] [B] #605,147

@605,145 (C) this is definitely basic and i cant find it in the book

@previous (B)
tru

·Anonymous A (OP) — 5 years ago, 19 minutes later, 1 hour after the original post[T] [B] #605,148

@605,145 (C)
could you remind me the basic on this again?

·Anonymous C5 years ago, 29 minutes later, 1 hour after the original post[T] [B] #605,150

@previous (A)

Wrtite your own engine and stop bothering witg garbage left and right. It's not a big deal to make a small one for your project.

·Anonymous A (OP) — 5 years ago, 38 minutes later, 2 hours after the original post[T] [B] #605,152

@previous (C)
now thats too massive. i found meself a tiny freeware engine to work with and i just wanna do it tris in it.
just a tris.
nothing massive lel

·Anonymous B5 years ago, 14 minutes later, 2 hours after the original post[T] [B] #605,154

@previous (A)
Make that post again!

·Anonymous A (OP) — 5 years ago, 8 minutes later, 2 hours after the original post[T] [B] #605,155

@previous (B)
which?

·Anonymous C5 years ago, 1 hour later, 4 hours after the original post[T] [B] #605,162

@605,152 (A)

Provide more context so we can help you then. What engine ? What exactly are you looking to achieve, etc. Be more precise

·Anonymous C5 years ago, 13 minutes later, 4 hours after the original post[T] [B] #605,163

@605,152 (A)

By the way, I'll add that this distinction between 3d and 2d is a very thin line. Think about it: at the end of the day regardless you're projecting a n-th dimensional scene on a 2d plane. So, even if all you're provided with in your engine or framework is an ability to draw stuff at location x:y on the screen, all you have to do to draw a 3d scene is project it on the screen through a well chosen transformation. Which is exactly what we're doing in, say, OpenGL when we're applying the model view projection matrix to the vertices (specified in 3d coordinates). After this and perspective division we get clip space coordinates and then screen coordinates after the viewport transformation.

So, you've got a list of vertices that constitute your 3d mesh. They're inherent to a local coordinate system - the origin of the model. You need to place the mesh in the scene- that's done by a rotation and translation and scaling. After the application of these transformation matrices, you are with a coordinate system with the origin of the world at homogeneous coordinates 0,0,0,1. To then place the camera in the world you multiply these with another adequate rotation and translation matrices. After this you have camera space coordinates. You want to project all this scene contained in a frustum to a plane (the front of the frustum), so you multiply by the perspective transformation matrix (glFrustum/gluPerspective). After that all you're left to do is apply a viewport transformation and you're done.

·Anonymous C5 years ago, 1 minute later, 4 hours after the original post[T] [B] #605,164

@previous (C)

Note, that every operation step i described are nonsingular. That means you can do the exact inverse process of each step, to go from one coordinate system to the other. Just by multiplication by the inverse matrix.

+Anonymous D5 years ago, 1 hour later, 5 hours after the original post[T] [B] #605,165

@605,163 (C)
I am not trying to dsiplay perspective graphics for mesh. I am trying to define mesh for collission, sensors,bounding box,convex hull, these assortments of geometric information and interaction.

So to simplify the matter, given three coordinate in 3d space, how do i get to define these three as a mesh, along with the tris, edge and faces they create? That's all.@605,162 (C)

(Edited 42 seconds later.)


+Anonymous E5 years ago, 1 hour later, 6 hours after the original post[T] [B] #605,167

Go to bed, Keith.

+Anonymous F5 years ago, 1 day later, 1 day after the original post[T] [B] #605,287

gay faggot

+Jim !a9Y4fazouc5 years ago, 1 day later, 2 days after the original post[T] [B] #605,402

52140c70c08c9.jpg@previous (F)
That's redundant, Bert.

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