Re: A86: Re: 3d programming theory help
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Re: A86: Re: 3d programming theory help
Maybe on a turbo'ed calc tho...
--- David Phillips <david@acz.org> wrote:
>
> http://www.strangecreations.com/library/
> http://www.gameprog.com/
>
> If you're looking for info on true 3D graphics in
> Z80 asm, check out
> scabby's tourus demo and 3d routines. They are
> quite fast, but slow enough
> to make a true 3d game impossible on the calc.
>
>
> >
> > does anyone have any sites they know of where
> *any* type of 3d theory is
> > discussed or written about at all? I have made a
> very slackass 3d grapher
> in
> > basic (only views from overhead the first octant),
> just to make sure my
> > algorithms worked. It is not optimised at all, but
> i didn't take into
> > account rotation when i was writing this version
> and i have started
> > rewriting it with my new mindset.
> >
> > I was also wondering if anyone has any ideas on
> which of the following
> > methods would be faster (and easier to write in
> assembly)
> >
> > To calculate each of the points by multiplying
> each set of coords by a
> > transformation matrix to simulate rotation of the
> graph by also replotting
> > the coordinate axes.
> >
> > or to rotate the points along their respective
> virtual ellipses.
> >
> > ----
> >
> > i am more troubled with the theories surrounding
> the 3d programming for
> now.
> > I have not thought about the asm side of it yet,
> but if that turns out to
> be
> > a problem i'll just leave it in basic. Sorry if
> this is not the type of
> msg
> > that should be posted here, but the list seems
> fairly dead lately.
> >
> >
> > - Jarrod Overson
> >
> >
> >
>
>
>
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