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Jul 28th, 2001, 04:21 PM
#1
Thread Starter
Addicted Member
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Jul 28th, 2001, 05:00 PM
#2
transcendental analytic
3D coordinates system is just extrapolation of 2D. Instead of 2 axis there are 3, instead of 2 values a vector consists of 3. What do you allready know?
Use  
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
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Jul 28th, 2001, 05:13 PM
#3
Thread Starter
Addicted Member
Hi Kedaman,
I know all that stuff but where I am puzzled is when you start moving away from an object. How much smaller does it get when you are X (being any number) distance away etc. And when you move away from an object, does is get slightly higher or lower etc. There are questions, which I'm unsure of.
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Jul 28th, 2001, 06:42 PM
#4
transcendental analytic
You are talking about perspective right? An object get's smaller proportional to the distance. What are you intending to do?
Use  
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
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Jul 28th, 2001, 07:01 PM
#5
Thread Starter
Addicted Member
Well, I'm not doing anything special. I have a 3D box floating in the middle of nowhere. I want be able to spin it around. You see, it's nothing big, but I have to start somewhere.
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Jul 29th, 2001, 01:44 AM
#6
Oh, it's big enough =P. You are going to have much fun learning about Matrices. 3D graphics are very math-heavy. In a nutshell, To draw something on screen, you must transform the points from 3D (XYZ) space, into screen (XY) space. This is done with a perspective projection matrix (if you are doing perspective rendering, there are several types of projection matrices). For each vertex in an object, it is multiplied by this matrix, and then you can draw a line from each vertex to the others.
I'm not sure where you can find a tutorial on this stuff, but if you are really interested in VB graphics, you might want to look into the book "Visual Basic Graphics Programming". It explains all of this stuff, and FAR more.
Z.
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Jul 29th, 2001, 04:48 AM
#7
Thread Starter
Addicted Member
Thank Zaei, I'll have a look for that book.
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Jul 29th, 2001, 06:43 AM
#8
transcendental analytic
no need for transformation (yet)
How does the box spin? how does it move?
Use  
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
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