[MUD-Dev2] TECH: The maths behind 3D rendering ?
Jeffrey Kesselman
jeffpk at gmail.com
Tue Feb 2 20:31:51 CET 2010
This is an awesome reference book. Worth having around...
http://www.amazon.com/Primer-Graphics-Development-Wordware-Library/dp/1556229119/ref=sr_1_1?ie=UTF8&s=books&qid=1265142448&sr=8-1
<http://www.amazon.com/Primer-Graphics-Development-Wordware-Library/dp/1556229119/ref=sr_1_1?ie=UTF8&s=books&qid=1265142448&sr=8-1>(Doom
btw did NO 3D math. It couldn't afford to. Its a very very clever hack.
Which is why perspective always seemed a bit "funny" in corners.)
On Tue, Feb 2, 2010 at 5:22 AM, Matt Owen <jaruzel at jaruzel.com> wrote:
> Hi all,
>
> Bit of a strange one this. I like coding challenges, I also like
> re-inventing the wheel for the sheer hell of it. :)
>
> I've been dabbling with writing a maze/D&D type game on Windows Mobile, and
> I wanted to render the maze in 3D, first person Wolf3D/Doom style. Nothing
> complicated, straight passages square rooms etc. no ups or down.
>
> Now I thought I knew the maths to make this happen, but i've become stuck,
> i just can't get certain poylgons to render correctly. So I'm thinking I
> need to read-up and find out what parts of the transformations i'm getting
> wrong. My maths is pretty good, but I think I'm mis-remembering how to do
> some things.
>
> I've tried to find stuff on the web, but everyone these days just talks
> about using pre-supplied 3d engines or librarys with function names like
> RenderFilledPolygon - which doesn't help me, especially considering the
> target hardware I'm working on.
>
> So I'm wondering (as I know many of you are long term professional game
> coders), whether someone can point me in the right direction of some
> information on the maths behind 3D transformations, ie. point of origin
> stuff, and vantage points etc ?
>
> Cheers,
>
> -Jar
>
>
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