[MUD-Dev2] TECH: The maths behind 3D rendering ?
Ricky C
ricky28269 at gmail.com
Wed Feb 3 04:42:28 CET 2010
I wholeheartedly recommend this book: http://amzn.com/1592730051
Part 2 starts at the basics and builds up a 3D engine from scratch, and
continues into lessons on AI, collision detection, and eventually builds up
to a shooter game. There is no DirectX or OpenGL in this book, no graphics
libraries at all. The entire thing is handwritten, and the result is
amazing.
As long as you have knowledge of the Java language, I highly recommend this
book for exactly what you're trying to do.
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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