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Development - 3D on MSX2/2+ and Turbo R systems.

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3D on MSX2/2+ and Turbo R systems.

Yukio
msx professional
Mensajes: 764
Publicado: Octubre 13 2007, 17:45   
Does anyone own a nice piece of software for 3D graphics or games?
Any good vectorial or polygonal game?

I want something in the molds of Elite.
Maybe some racing game.

There is some programs (even in MSX-BASIC) that could draw that "3D" figures from descriptive text files. Like cubes and pyramids.
wolf_

msx legend
Mensajes: 4611
Publicado: Octubre 13 2007, 17:51   
Ages ago, Alex Wulms made some tools on a disk, including a raytracer that created Spheres. It took ages!

Wireframe vectorgraphics are doable, tho not exactly fast either -and you want KUN at least-.

Face it, the VDP was never made for that..
Yukio
msx professional
Mensajes: 764
Publicado: Octubre 13 2007, 17:57   
If speed is a issue. There could be some educational software.

Games.

Well, in the last case. There is the option to use a fixed view with "isometric" objects and sprites ...

NYYRIKKI
msx master
Mensajes: 1497
Publicado: Octubre 13 2007, 18:41   
I think Elite is still best polygonal game for MSX... If you are looking for nice 3D racing game, check out F-Nano2 or F-Nano2'

About 3D vector graphics in BASIC... Maybe this will help you... How ever you need X-BASIC and traditional Red & Blue 3D classes to view this correctly...

10 COLOR 3,0,0
20 SCREEN 6
30 OPEN "GRP:" FOR OUTPUT AS #1
40 PSET (190,32),0
50 PRINT #1,"Made By : NYYRIKKI"
60 SET PAGE ,1:CLS
70 PSET (190,32),0
80 PRINT #1,"Made By :"
90 _TURBO ON
100 DEFINT C-Z
110 DIM XP(100),YP(100),ZP(100),LX(100),LY(100)
120 COLOR=(1,0,0,7)
130 COLOR=(2,4,0,0)
140 COLOR=(3,4,0,7)
150 S0=0:S1=1
160 FOR K=0 TO 1
170 RESTORE
180 FOR W=0 TO 9
190 I=W+K*10
200 READ XP(I),YP(I):XP(I)=XP(I)*10:YP(I)=YP(I)*10:ZP(I)=(K*2-1)*5
210 NEXT W,K
220 '
230 AZ=AZ+.08:AY=AY+.065:AX=AX+.097:D=SIN(R/15)*50+110:R=R+1
240 B1=COS(AX):B2=SIN(AX):B3=COS(AY):B4=SIN(AY):B5=COS(AZ):B6=SIN(AZ)
250 SET PAGE S0,S1:SWAP S0,S1
260 'CLS
270 LINE (112,40)-(399,190),0,BF
280 FOR K=0 TO 1
290 FOR I=0 TO 19
300 X=XP(I):Y=YP(I):Z=ZP(I)
310 GOSUB 400
320 LX(I)=X*2+256-K*13:LY(I)=Y+106
330 NEXT I
340 FOR I2=0 TO 9
350 LINE (LX(I2),LY(I2))-(LX((I2+1)MOD10),LY((I2+1)MOD10)),K+1,,OR
360 LINE (LX(I2+10),LY(I2+10))-(LX(I2),LY(I2)),K+1,,OR
370 LINE (LX(I2+10),LY(I2+10))-(LX(((I2+1)MOD10)+10),LY(((I2+1)MOD10)+10)),K+1,,OR
380 NEXT I2,K
390 GOTO 220
400 'x axis
410 Y2=B1*Y-B2*Z
420 Z=B1*Z+B2*Y
430 'y axis
440 X2=B3*X+B4*Z
450 Z=B3*Z-B4*X
460 'z axis
470 X=B5*X2-B6*Y2
480 Y=B5*Y2+B6*X2
490 'X=X2:Y=Y2
500 X=(X+K*5)*D/(Z+120)
510 Y=Y*D/(Z+120)
520 RETURN
530 DATA -2,2 ,-2,-2 ,-1,-2 ,1,0 ,1,-2 ,2,-2 ,2,2 ,1,2 ,-1,0 ,-1,2


... Yes I know it's not optimized, but it works quite ok fps on MSX tR.

NYYRIKKI
msx master
Mensajes: 1497
Publicado: Octubre 13 2007, 19:41   
I know you are all too lazy, so you can just click this link:
http://www.youtube.com/watch?v=oxJPGVqLSEE

 
 







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