w3d
We are not in anyway associated with the .w3d file type for Macromedia. W3D is a completely different and
unrelated engine.
So nobody on the net can produce a decent 3D engine without it being in with the massive library etc. etc. DOS is faster than Windows and everyone prefers it - so why use DirectX. We all hate Microsoft and as soon as I can find
a BASIC compiler for Linux this will be over there.
Anyway. W3D . The engine was written entirely by me which probably explains why it is buggy and doesn't always work properly. Actually it's a 3D suite rather than an engine but it isn't
too hard to strip it down to the basic components.
Quick Start
Type:-
- 1 [return]
- 20 [return]
- 4 [return]
- 1 [return]
- y [return]
- 12 [return]
- 1 [return]
- 1 [return]
- 2 [return]
- n [return]
- 8 [return]
That should create a plane textured with all the colours of the rainbow.
Planar Shading Engine
The next objective of the W3D development team is to dramatically improve rendering time. To do this we will remove the texturing algorithms and strip down the main executable to be just an engine. To use planar rendering we
will have to create objects as simple planes. The heirachy will now be...
Object (Polygon)
|
____Plane____
| |
Line Properties
| | | |
Color Color Sides(=4) Transparency
This will require three dimensional arrays so extra memory is required hence X(100,100,100) would mean X point of line 100 of plane 100. Memory required would be out of basic proportions. To begin with the number of
objects would be fixed at 1. To calculate the darkness of the color we would assume that objects further away will be darker. So far the formula (with b as default brightness, a as coefficient) is:-
b=b-a(1000-z)
The tilt will also affect the brightness. The closer to vertical the plane tilts the brighter it will be. Use 3D axes z and y as x and y respectively in the gradient formula.
m = ((y2 - y1) / (z2 - z1))
if m > 0 then m = m * -1
Now m is a negative we can add it to the formula and use another coefficient c:-
b=(b-a(1000-z))+c(m)
The z and y used would have to be the furthest point of the plane. Until I have time this will remain theory.
Download
- Planer Verions
- Version 1.2
- Version 1.1
- Original
Includes:-
- w3d.bas - the (stable) basic file
- w3d.exe - the (stable) program
- w3di.bas - the current development basic file
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