This is excellent, keep up the good work. How easily could you do it with a sphere?
On another note, your Star Wars game really reminds me of a retro space trading game called 'Elite.'
Elite was one of the first home computer games to have wire-frame 3d graphics, use procedural generation (to create a massive in-game world) and be open ended.
I have started porting this program to the 84C, for the most part it is going smoothly, although naturally it will be slower.
Still its pretty cool to see colour 3D on calc .
Note that these screenshots appear to run a bit faster than on actual hardware:
There are also some drawing glitches in the screenshots that dont appear in the emulator or on calc.
I wonder if the frame rate is a little smoother when zoomed out and if it's due to the emulator? Although the speed is still very impressive per 84+CSE standards, maybe doing like Doom and Star Fox on the SNES and cutting off the resolution so that it's not full screen would improve frame rate?
EDIT: tr1p1ea, you should port the Super Mario 64 mini-game (right before selecting new/loaded game) where you play with Mario's nose, mouth, eyes and ears to the 84+CSE.
EDIT: tr1p1ea, you should port the Super Mario 64 mini-game (right before selecting new/loaded game) where you play with Mario's nose, mouth, eyes and ears to the 84+CSE.
That would be great
The speed you've got on the CSE is really impressive, too. It looks great!
If you don't mind, could you do a quick rundown on how 3D rendering works? What type/level/whatever of math is needed to make something that just displays and connects a set of (x,y,z) coords, and rotates/scales/moves them? Google hasn't helped much.
Just wondering if this will be for a calc project or for a different platform. There are certain things that you can get away with on calc that wont fly on PC for example.
I'd also like this, and it's what I was hoping elfprince's tutorial would cover, but it looks like he's mostly a layer above that. It'd be great if someone could start a topic explaining things like how to project 3D coords to 3D (because all the math I've found online seems to fail to do it), and then how to move it around (mostly linear algebra, I imagine, but it'd still be nice to know more specifics outside of "use a rotation matrix").
It'd be great if someone could start a topic explaining things like how to project 3D coords to 3D (because all the math I've found online seems to fail to do it), and then how to move it around (mostly linear algebra, I imagine, but it'd still be nice to know more specifics outside of "use a rotation matrix").
There are basically two categories of transformations: rotation, translation, and scaling (and inversion too, I guess), which are all maintaining the same dimensionality, and projections, which are typically used to reduce dimensions.
If you ask about it in the tutorial thread, I'll try to cover them explicitly in my next entry, which is probably a few weeks away.
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