[MUD-Dev2] TECH: The maths behind 3D rendering ?

Jeffrey Kesselman jeffpk at gmail.com
Thu Feb 4 05:47:29 CET 2010


Heh no I'm not offended and I'm sorry if it came off that way.

Im sure the book your suggesting is very valuable.  They just seem to
address different things and I wanted to highlight that for clarity :)

On Wed, Feb 3, 2010 at 4:14 PM, Ricky C <ricky28269 at gmail.com> wrote:

> Hey, I wasn't trying to start an argument or a
> my-book-is-better-than-yours,
> just putting in my suggestion about a book I have. It doesn't go into
> quaternions, but it does build a 3D engine with lit, textured polygons from
> scratch, which I understood to be Jar's goal. It has diagrams explaining
> the
> trigonometry, matrices and other math required for this task and comes with
> full Java source code for the engine and the game created from it; it
> doesn't just talk about the program structure and skip the math, quite the
> opposite really.
>
> This reminded me: the source code for the 3D engine created in Developing
> Games in Java is provided here:
> http://www.brackeen.com/javagamebook/#download .
>
> Anyway, I apologize if I offended you; I haven't read 3D Math Primer for
> Graphics and Game Development, and I was certainly not trying to compare
> them.
>
>
> On Wed, Feb 3, 2010 at 8:27 AM, Jeffrey Kesselman <jeffpk at gmail.com>
> wrote:
>
> > Apples and oranges I think.
> >
> > He was asking specifically about the math, not program structure, so
> > I pointed him at the best math reference I know.
> >
> > Is your book going to answer a question like "How do I get a three axis
> > rotation from a quaternion?"
> >
> >
> >
> > On Tue, Feb 2, 2010 at 6:19 PM, Ricky C <ricky28269 at gmail.com> wrote:
> >
> > > 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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> >
> >
> >
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