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If available, would you (and I mean YOU) use a 3d library to create any type of game in 3d?

-TechFalcon
Currently I'm not interested in 3D game desing.

Anyway,there is this kind of game making tools/libraries available on buckets.
Could you give me the adresses of any 3d libs (or anything close) that are usable in qb? Thanks!
Quote:Could you give me the adresses of any 3d libs (or anything close) that are usable in qb? Thanks!

Well, I hear that UGL is supposed to be the dog's b*llocks when it comes to speedy gfx stuff in QB, so check that out. At my page of course Smile Click the [www] thing down there.

Would I personally write a 3D game in QB? No. It's possible, but let's say it would be 'challenging'. And like Lachie, I'm not really into 3D coding either Smile
3d coding? Sounds interesting, but to actually make something useful would be hard since there's so much involved in say, making a game.
Actually, the key reason i'm asking this is because I want to figure out if I should continue working on my 3d library (it's finished, but it's just vector graphics).
what you need to make is not a "3d library" for rendering, but one for calculations. trig in qb is a killer, even with tables. make some routines that can rotate matrices, and accept array data through the stack as a list or something (i dont know, be creative). or something. rendering's covered already, but i dont know of any library routines that can tell you which polygons in an array are visible, or whaever my come up.
To tell you the truth, the library is really half-@$$ed. I wish I could figure out how the rotation formulas work. I'm not very good with matrices, but the formulas work by first loading all the points into variables (ex. cubex(8),cubey(8),cubez(8)) and are then seperately put into the commands I wrote and are drawn. The lines are done by converting the line positions from 3d to 2d after rotations and then the line command is used.

I've tried to learn matrix math before, and it was a real pain. If someone could help me with that, then I could write the stuff up to redim the variables with the rotations, and then camera location and clipping.
Ahh, your using Entrophy's 9*9 transformation matrix? Unless you're entrophy himself, that would be a bad Idea.

Reason: Entrophy transformed is according to his needs not the general right-handed systems most 3d engines use.
Well, i'm obviously not entrophy (otherwise i'd get it). But, I thought that OpenGL and DirectX used that style of matrix math, that is, from what tutorials i've seen on the stuff.
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