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Thread: [AS3][pimp] orthix engine demo(s)

  1. #1
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    [AS3][pimp] orthix engine demo(s)

    finally creating a own thread for this,- as some of you may know I´ve been playing with the ASE 3d export format, polygon rendering, texture unwrapping and lately actionscript 3,
    here is finally a demo in AS3 that finally works (mesh loading, texture unwrapping, z- sorting):
    online demo


    the engine itself is yet in a very early stage as I just found out some of the basics of AS3. My next steps are a better multi- object handling (each with it´s own properties) and better clipping methods to even handle more complex scenes.
    Also the current texture slicing code produces somtimes some ugly borders- so i´ll have to look more into detail here as well. For all that dont understand much right now have a look at previous threads I wrote about sup-part knowledge I discovered myself:
    http://board.flashkit.com/board/showthread.php?t=720250
    http://board.flashkit.com/board/show...72#post3818672

    older demos from this thread:
    as2:
    http://mitglied.lycos.de/mmvr1/flash...demo/index.htm
    http://mitglied.lycos.de/mmvr2/flash...ter_sample.swf
    as3:
    http://mitglied.lycos.de/mmvr2/flash...t/ase_load.swf
    http://mitglied.lycos.de/mmvr2/flash...2/ase_load.swf
    http://mitglied.lycos.de/mmvr2/flash...3/ase_load.swf

    so from now on I´ll use this thread to show pregress
    ____________________________
    some info on this model

    as you can see I really tried to reduce the polygons. I think that polygon modeling at extrem low poly count will be soon interesting here on FK as well because Flash Player 9 really pushes the performance to a new level to an extend that even low- polygon graphics are possible.
    There are alot of cheats you can apply like attaching single polygons out of nowhere without having them to be werged with other vertex edges for unique shapes.
    I´ll post about these things (modeling & texturing, exporting) here as well because I consider them nearly as important as the code for the engine. And maybe you have some thougts about this as well or can learn from some of them.

  2. #2
    M.D. mr_malee's Avatar
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    i've been reading alot about data structures and things like that. I've read many articles about ray casting with quad tree's and kd-tree's, stuff like that. Maybe i have no idea what i'm talking about but would using ray casting to render your scenes be an improvement? i mean if you were to use a data structure that eliminated the empty space and handled the back faces correctly. I know at the moment you are calculating points and mapping textures to points skewing and doing all sorts of stuff. But if you ray casted wouldn't you just have to add / remove points to the data structure, ray cast and paint graphical data onto a bitmap, you could change resolutions to improve speed.

    Or am i just talking crap

    excellent work by the way
    lather yourself up with soap - soap arcade

  3. #3
    Heli Attack! iopred's Avatar
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    Raycasting is an ancient technique (Doom, et al.), Raytracing is too slow for realtime.

    As for Orthix, Damned, highly impressive, rendering is a little buggy, but it flies! Can't wait to see what you produce with this (Hopefully it'll be a game this time!)
    Christopher Rhodes
    squarecircleco.

  4. #4
    383,890,620 polygons nGFX's Avatar
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    pretty fast, pretty nice.

    As pred said a few faces disappeared while rotating, but this could make up for a great game.

    nGFX

  5. #5
    Very nice demo. I thought the same thing as the others that the rendering was a bit buggy... but relooking at it I think we were mistaken.

    If the middle square is the game screen then faces only seem to disapear when they are totally outside that area.

  6. #6
    Senior Member Ray Beez's Avatar
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    Render, I checked out your "art gallery" and it's DAMN IMPRESSIVE!!!!!! (I'm referring to the 3D walking around engine)

  7. #7
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    Quote Originally Posted by Ray Beez
    Render, I checked out your "art gallery" and it's DAMN IMPRESSIVE!!!!!! (I'm referring to the 3D walking around engine)
    thx, but that engine something that frustrates me a little bit right now cause it´s 8-10x slower as my current method that this thread about & I need to edit the levels with my own tools (no 3dsmax )- But I plan to finish it within this next 2 month´s,- because it´s just a pity I can´t show all my work at one place (3d, paintings, flash, animation,...)

    @ xMCNUGGETx: yes it´s stil not perfect but I am working on it. I myself think that I just barely started. I know that the guy from papervision for example played way before with 3d stuff and because he was so into it he became better and better.

    Quote Originally Posted by iopred
    Hopefully it'll be a game this time!)
    -_- ok shame on me I hardly finish anything that looks amazing at the beginning but that´s because I usually use the knowledge I gain for other jobs (real websites, university projects,...).
    I thought for the beginning to create a mini demo like controling this car and let the wheels turn correctly as I steer- but to do so I still miss some elementary things like propper object manegement. But it was my intention to release a more interactive/ playable demo thingy (maybe a mini game) as soon as I got the basics.
    Last edited by renderhjs; 03-05-2007 at 03:48 PM.

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