1. Reply to M.P. - 3D sprites

O.K. here's my origional :

>>         --  A 64x64x64 3D Sprite editor/ray-tracer that
>>             will calculate ray-traced 2D sprites from a 3D
>>     sprite at any angle.
>
>ya got any demos' sample images, or whatever?  How does it work? Will it
>load 3D studio files and render them? =)

Bahahahaha, - I wish

>(I have the file format spec and can send you sample 3ds files if yer
interested)

I am interested, but am unlikely to find time to do anything with it.

I have spent many years trying for a bit too much, spending all my time
working out how to do things then never ending up doing anything with the
knowledge. I have finally started on a project using the KISS method
(keep it simple, stupid), in the hope of actually producing some results.
This is in no small part a result of your occasional jibes about nobody
ever finishing anything, and insipation from skimming throught your "crash
course" (although I haven't yet adopted any of the excellent organizational
tips outlined therein - lazy, lazy, lazy). I will definately give it a re-
read when I get the engine finished and get to game design time, a
goal that is surprising me by looking like an imminant reality.

The "ray-tracer" is possibly the simplest routine ever written that could
still be classified under that heading. It stemmed from my absolutely
pathetic graphic art skills. It is simply a device that allows a sprite
to be drawn only once then generates a set of sprites from pre determined
angles. The origional is a 64x64x64 grid of pixels, the generated sprites
are 64x64 pixels (or less, the editor automatically clips them and the
engine accounts for different dimensions for each image). There are no
surfaces, only pixels so surface rendering is not an issue. It dosn't even
account for light scources, although this feature at least I am planning
to add. It takes about 8 seconds per frame so real time processing is out
of the question. Perhaps an 8x8x8 version could do it but why bother?
It's more a graphic design tool than anything else.

>Send me a pretty picture or two.

Sorry, the pictures are only as pretty as the origional designed sprites,
but they do look o.k. when animated.

Here's a quick demo. Apologies for the sloppy codeing, I just threw it
together. Let me know if this works, I'd hate it to get stuffed full
of "=3D"s or something.

-- code begins --

-- sprite tracer demo                                        G.Burke 12/97
include machine.e
include graphics.e
include image.e

sequence data,b,l,s,dat
integer c,x,w,flag
atom t
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&"#$&+$'=$%+$ Y#$0#$&+$)=$$+$ Y#$(#B$$#$'+$#=*$&=$$+$ Y#$(#B###$(+$#=$#*$%=$$"
&"+$ Y#$'#**$++$#=*66$#*===$%+$ Y#$'#*$'+O+++$$=6DD666**===$%+$ Y#$'#*$&+QP++"
&"$%=6$$D6**===$$+$ Y#$'#*$&+QQ++$%=6$%D6*===$%+$ Y#$)#$%+R+++$%=*$%D6*$#=$$+"
&"$ Y#$)#$%+R++$$=***$%D6*$#=$&+$ Y#$,#+++S++$#=$$*$$D6*$$=$$+$ Y#$/#+++$#=$$"
&"*++$#*$%=$%+$ Y#$1#+===$%*++$#*$&=$%+$ Y#$2#===$$*+++$$*$%=$%+$ Y#$4#=$#*$#"
&"+$%*$%=$%+$ Y#$5#$#*$#+$%*$%=$&+$ Y#$6#**J$#+$&*$#=$(+$ Y#$7#*+R+++$&*$%=++"
&"O$#+$ Y#$8#$$+$'*$#=+++QP$#+$ Y#$8#$$+$'*$#=+++QQ$$+$ Y#$=#$'*$#=+++RR$%+$ Y"
&"#$?#*#$#*$#=+++SR$&+#B$ Y#$H#=+++SS$&+#B$ Y#$L#$(+**$ Y#$N#$&+**$ Y#$P#$$+*"
&"B$ Y#$U#*B$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$"
&" Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$@#B$##B$ Y#$?#*B$##B$ Y#$?#+B###*$ Y#$>#$$+#+$ Y"
&"#$>#$&+$ Y#$=#$(+$ Y#$=#$(+$ Y#$;#$++$ Y#$:#$,+$ Y#$8#$'+=$&+$ Y#$7#$'+===$"
&"%+$ Y#$5#$(+$$=$%+$ Y#$4#$'+$'=$%+$ Y#$3#$'+$)=$$+$ Y#$2#$&+$,=$$+$ Y#$2#$%"
&"+$#=$#*$%=$%+$ Y#$1#$%+$#=**6$%*===$%+$ Y#$0#$&+$#=*D$%6**==$&+$ Y#$/#$&+$$"
&"=*$%D66*===$%+$ Y#$-#$(+$$=6$%D6**===$%+$ Y#$,#$(+$$=*6$%D6**$#=$%+$ Y#$+#$"
&"(+$&=6$%D6*$$=$%+$ Y#$%#B###$%+OO+++$%=***$$D6*$%=$%+$ Y#$%#*##$%+PP+++$%=$"
&"#*+$$*$%=$&+$ Y#$%#*$'+Q$#+$$=$$*++$$*$%=$&+$ Y#$%#*$&+QQ+++$%=$$*++$%*$$=$"
&"'+$ Y#$$#**$&+RR+++$$=$$*+++$%*$%=$&+$ Y#$$#*$'+SR+++$#=$%*$#+$%*$$=$'+$ Y#"
&"$$#B##$%+SS+++===$&*J+++$$*$%=+++OO+++$ Y#$)#$(+===$%*+JR++$%*$$=$#+PP+++$ Y"
&"#$/#+++===$%*$$+$&*$$=+++QP$#+$ Y#$1#$#=$%*$#+$'*$#=$#+QQ$$+$ Y#$5#=$$*$#+$"
&"'*$#=$#+RR$%+##B$ Y#$8#***$#+$'*$#=+++RRR$&+#B$ Y#$=#$)*$#=+++SS$(+*$ Y#$B#"
&"$#*$$=+++SS$'+*B$ Y#$J#=##$*+*B$ Y#$S#$$+*$ Y#$X#B$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$"
&" Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#$ Y#"
flag=0
dat={}
for i=1 to length(data) do
    if data[i]=32 then
        flag=1
    else
        if flag=1 then
            dat=dat&data[i]+165
            flag=0
        else
            dat=dat&data[i]-35
        end if
    end if
end for
data={}
s=repeat(0,4)
s[1]=dat[2] s[2]=dat[3]
w=bytes_to_int(s)
c=dat[1]
l={} b={} x=4
while x<= length(dat) do
    if dat[x]!=c then
        l=l&dat[x]
        x=x+1
    else
        if dat[x+1]=255 then
            x=x+2
            l=l+c
        elsif dat[x+1]=254 then
            l=l&repeat(dat[x+2],w-length(l))
            x=x+3
        else
            l=l&repeat(dat[x+2],dat[x+1]+4)
            x=x+3
        end if
    end if
    if length(l)=w then
        b=append(b,l)
        l={}
    end if
end while
dat={}
if graphics_mode(19) then end if
while 1 do
    for i=0 to 31 do
        w=get_key()
        if w=27 then
            if graphics_mode(-1) then end if
            abort(0)
        end if
        t=time()
        display_image({130,70},b[i*64+1..(i+1)*64])
        while t+.08>time() do end while
    end for
end while

-- code ends --

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2. Re: Reply to M.P. - 3D sprites

ok, I got it.  I'll take a look.
Thanx
Michael

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3. Re: Reply to M.P. - 3D sprites

At 08:51 PM 12/19/1997 +1100, you wrote:
>>(I have the file format spec and can send you sample 3ds files if yer
>interested)

Graeme,

I would like to have that format spec and maybe some docs, if you got 'em.

Thanks!
ck

>It's more a graphic design tool than anything else.

One I could really use for all the games on the board.

>Here's a quick demo. Apologies for the sloppy codeing, I just threw it
>together. Let me know if this works, I'd hate it to get stuffed full
>of "=3D"s or something.

Cool demo, if I know what cool demos are.

Thanks in advance!
ck

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