This site is no longer active and is available for archival purposes only. Registration and login is disabled.

a basic 3d engine


Postby Jadam » Dec 23, 2003 @ 4:32pm

I direct you towards these articles by our very own phantom

http://www.flipcode.com/articles/articl ... fx01.shtml
User avatar
Jadam
I'm a STAR!
 
Posts: 3245
Joined: Apr 9, 2002 @ 7:24pm
Location: Stony Brook, NY


Postby denthorq » Dec 23, 2003 @ 5:55pm

Thanks ;-) Happy Holidays !
It's worth the wait...
User avatar
denthorq
pm Insider
 
Posts: 447
Joined: Apr 18, 2003 @ 9:15pm
Location: USA-PHILIPPINES


Postby izeman » Dec 23, 2003 @ 11:55pm

User avatar
izeman
pm Member
 
Posts: 72
Joined: Aug 10, 2003 @ 1:30pm
Location: cebu, philippines


Postby Jadam » Dec 24, 2003 @ 11:25pm

User avatar
Jadam
I'm a STAR!
 
Posts: 3245
Joined: Apr 9, 2002 @ 7:24pm
Location: Stony Brook, NY


Postby drgoldie » Dec 25, 2003 @ 10:30am

i did not read that book but from the list of topics it covers i'd say that the software rendering part is not really covered there in large depth.

for writing a 3d engine with a software rasterizer i suggest you have a look at "Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization".

although the book wastes lots of pages for code (instead of providing a good, final version of an implementation the author develops everything step by step) it's the best book i know about this topic. (anybody any other suggestions?)

besides this you can find lots of really good articles in the net...

i already thought about writing an article for one of the major game developer sites on how to start PocketPC game programming, which tools and libs to use, current bottlenecks, etc...

bye,
DANIEL
drgoldie
pm Member
 
Posts: 330
Joined: Jan 10, 2003 @ 10:46am
Location: Vienna


Postby bluescrn » Dec 25, 2003 @ 11:16am

Are there any sites/books around that discuss perspective correct texturing in fixed point? Everything I've found has been rather PC-oriented, using the FPU...

I had a go at it a while back, without a whole lot of success (precision/range problems)
User avatar
bluescrn
pm Member
 
Posts: 107
Joined: Jul 6, 2003 @ 4:20pm
Location: Manchester, England


Postby drgoldie » Dec 25, 2003 @ 6:42pm

the conversion from floating point to fixed point would be VERY slow - even on CPUs with floating point support. for this reason it makes no sense to use floating point texturing (except for high precision) in a software rasterizer.

i can recommend the texturing code at
http://www.gamedev.net/reference/articl ... cle338.asp

it does use floating point, but it's quite easy to convert it to fixed point (well, the gradients calculation can be problematic) and to use piecewise interpolation. i use a heavily modified version of this code in Klimt since i wanted to start from robust and clean code...

DANIEL
drgoldie
pm Member
 
Posts: 330
Joined: Jan 10, 2003 @ 10:46am
Location: Vienna


Postby izeman » Dec 28, 2003 @ 3:26am

User avatar
izeman
pm Member
 
Posts: 72
Joined: Aug 10, 2003 @ 1:30pm
Location: cebu, philippines


Postby sponge » Dec 28, 2003 @ 3:28am

holy internets batman.
User avatar
sponge
Not sponge
 
Posts: 12779
Joined: Jan 13, 2002 @ 8:04am
Location: New Hampshire


Postby izeman » Dec 28, 2003 @ 7:04am

i get around 14fps on my device. (the orgo has 670 faces)

you can check on yourself. warning! i've only tested on ipaq 3600. and i'm not quite confident if i accessed frame buffer the proper way

User avatar
izeman
pm Member
 
Posts: 72
Joined: Aug 10, 2003 @ 1:30pm
Location: cebu, philippines


Postby bluescrn » Dec 28, 2003 @ 12:35pm

User avatar
bluescrn
pm Member
 
Posts: 107
Joined: Jul 6, 2003 @ 4:20pm
Location: Manchester, England


(NOT) clearing the z-buffer

Postby hm » Dec 28, 2003 @ 8:54pm

User avatar
hm
pm Member
 
Posts: 201
Joined: Dec 28, 2003 @ 8:47pm
Location: Seattle, WA


Postby hm » Dec 28, 2003 @ 9:08pm

User avatar
hm
pm Member
 
Posts: 201
Joined: Dec 28, 2003 @ 8:47pm
Location: Seattle, WA


Postby hm » Dec 28, 2003 @ 9:13pm

User avatar
hm
pm Member
 
Posts: 201
Joined: Dec 28, 2003 @ 8:47pm
Location: Seattle, WA


Postby izeman » Dec 29, 2003 @ 2:41am

hmwill. i implemented your suggestion. the frame rate jumped for 14 to 22 fps. thanks a lot!

i opened my book "tricks...", i couldnt believe why it didn't mention this trick. and found that it did suggest a similar thing using a bias.

now if i could still find other ways to increase the speed to 30+fps. maybe i could already display a map/world.

i also recommend "tricks of the 3d gurus".. i learned a lot
User avatar
izeman
pm Member
 
Posts: 72
Joined: Aug 10, 2003 @ 1:30pm
Location: cebu, philippines


PreviousNext

Return to Windows Mobile


Sort


Forum Description

A discussion forum for mobile device developers on the Windows Mobile platform. Any platform specific topics are welcome.

Moderators:

Dan East, sponge, Digby, David Horn, Kevin Gelso, RICoder

Forum permissions

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

cron