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Thread: Community produced open source 3d engine. Any contributions?

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  1. #1
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    Exclamation Community produced open source 3d engine. Any contributions?

    I'm currently working on a community produced, open-source, 3d engine in AS2 and AS3 and wondered if anyone would be interested in contributing to the following AS2 Vector class:

    http://zest3d.freeforums.org/viewtopic.php?f=2&t=4

    Any input would be much appreciated and welcome. Thank you!

    RipX

  2. #2
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    Unless your engine offers anything uniquely different I'd recommend contributing to one of the existing established open source 3D engines

    Papervision3D - http://code.google.com/p/papervision3d/
    Away3D - http://code.google.com/p/away3d/
    Five3D - http://five3d.mathieu-badimon.com/
    NullDesign's 3D engine - http://www.nulldesign.de/2008/04/09/...rces-examples/
    www.ugonna-nwosu.com
    If at first you don't succeed... Try not to look suprised.

  3. #3
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    I agree that contributing to such projects would be great, but I hope to develop this project with some other considerations in mind. I would like to place emphasis on producing a concise, lightweight 3d engine focusing on high performance for lower spec machines such as those found in many schools, libraries and third world countries etc.

    I also wish to make my own 3d engine as a 3d math excerise, i've always wanted to learn the tech behind this stuff and found that throwing myself in at the deep end usualy helps to get results so, but for your input

    I have started listing zest3d classes and linking them to relevant pages on the forum, these can be found at http://zest3d.freeforums.org/viewtopic.php?f=2&t=7

    RipX

  4. #4
    Palindrome emordnilaP Diniden's Avatar
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    Well as for adding to that vector class...

    http://www.ugoplayer.com/forum/showthread.php?t=63741

    Look at the vector math class. You can add what I put in there ^_^

  5. #5
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    Thanks Diniden...

    I will start working on a vector math class shortly so i'll be sure to take a good look over the class described on the site...These are exactly the type of things that we need and it'd be great if you would like to continue contributing ideas and code to this

    Infact, i'll start working on it now! (as soon as I finish my coffee)
    Many thanks

    RipX

  6. #6
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    @Diniden: Quick sanity check regarding your methods?, I see no ZPoint class but your methods seem to return these datatypes. I wondered why you are not returning Vector datatypes such as:

    Code:
    public static function getNormal( v:Vector ) : Number {
    	return Math.sqrt( v.x * v.x + v.y * v.y + v.z * v.z );
    }
    
    public static function normalize( v:Vector ) : Vector {
    	var nNormal:Number = VectorMath.getNormal( v );
    		
    	if( nNormal == 0 || nNormal == 1 ) {
    		return new Vector( 0, 0, 0 );
    	} else {
    		return new Vector( v.x /= nNormal, v.y /= nNormal, v.z /= nNormal );
    	}
    }
    RipX

  7. #7
    Palindrome emordnilaP Diniden's Avatar
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    You should read the description around the code rather than just look at the code

    ZPoint is basically a 3DVector that just must have public vars _X, _Y, _Z

    This is entirely changeable though...just do a cntrl-F then search ZPoint and replace it with whatever data type u need. Then repeat except search _X and replacce it with whatever var u use as an x, and so on and so forth...it's easy, it's fast ^^


    also it might help to go ahead and read the discussion around that post, me and kaze had some interesting points about making a vector math class...
    Last edited by Diniden; 07-15-2008 at 09:19 PM.

  8. #8
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    Yeah... no probs, just wondered why you were differentiating between the two... anyway, I have just uploaded a simple plane demo of what i've got thanks to some of your guidence

    http://zest3d.freeforums.org/viewtopic.php?f=2&t=11

    RipX

  9. #9
    Palindrome emordnilaP Diniden's Avatar
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    on your demos, you are using triangles as each of your polys right?

  10. #10
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    Currently there are 8 points ( Vector objects ) and then an array defining which points are connected together, thus rendering a polygon of any shape. You can use triangles or a more complex shape like an octogon etc...I'm still reading how it would be best to subdivide these into triangles...I'm working on some matrix stuff again since it doesn't seem to want to apply the matrix calculations without applying the transformed vector back to the Vector objects before applying a second matrix transformation...anyways, I think my next logical step after i've figured this out will be to work on a camera and proper viewport class so that I can distribute a zip with the sources (unless I can get googles code svn stuff working quickly )

    RipX

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