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

Jeffrey Kesselman jeffpk at gmail.com
Tue Mar 2 17:49:41 CET 2010


If you really want a complete game engine, take a look at Unity.
As long as you are willing to build a game that matches their
game architecture thats about as easy as you can get.

If you want a very mature scenegraph but what total control of the game
logic, take a look at Ardor3D.

On Fri, Feb 26, 2010 at 12:08 PM, Matt Owen <jaruzel at jaruzel.com> wrote:

> Hey guys,
>
> Thanks for both of your suggestions - they both look like good books.
>
> That said, the recent announcement of Windows Phone 7, seems to throw doubt
> over the practicality of home-grown games on that platform, so I'm left
> wondering if it's even worth me continuing with this project in that format.
>
> I'd still like to create the turn-based D&D style maze game I wanted to
> create, but if I'm going to be doing it on a full OS, it maybe more
> practical to let a pre-built engine take care of the 3D stuff. Which is a
> bit a shame, as I like a good challenge.
>
> -Jar
>
> ________________________________
>
> From: mud-dev2-bounces+jaruzel=jaruzel.com at lists.mud-dev.com on behalf of
> Jeffrey Kesselman
> Sent: Wed 03/02/10 22:55
> To: mud-dev2 at lists.mud-dev.com
> Subject: Re: [MUD-Dev2] TECH: The maths behind 3D rendering ?
>
>
>
> 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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> > >
> > >
> > >
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