Subject: Re: [stella] Real 3D Space Calculations From: Ronald Gershwin <wazzapfool@xxxxxxxxx> Date: Mon, 27 Aug 2001 09:07:28 -0700 (PDT) |
That solution would work good if you just wanted to rotate. Converting the polar coordinates to 2-d coordintes would be a snap too, because you could just say 'ok, left side of the screen corresponds to -45 degrees horizontal, middle is 0, and right is +45 degrees' or whatever (Might cause a little distortion around the edges, but should be ok). But it's kind of like robbing Peter to pay Paul, because then you'd have to do a lot of trigonometry to do any linear *movement* in the 3-d world... Ben L. aka Ronald Gershwin :) --- Chris Wilkson <ecwilkso@xxxxxxx> wrote: > I'm surprised that no one has mention spherical > coordinates yet. > > For those who don't know, these consist of 2 angles > (theta and phi) > and a radius (r). They are all referenced to the > center of the sphere. > One way to implement it is to have theta and phi > range from 0 to 180 > degrees (or -90 to +90) and have r range from -x to > +x, where x is the > maximum distance. > > An example: Moving your head. If you spin your > head left to right, > theta measures the angle from the center. Looking > straight ahead is > zero. If you nod your head up and down, phi > measures that angle. > Again, looking straight ahead is zero. This gives > you vision of the > hemisphere in front of you. Going on with the > example...r measures > the distance from the center of your head. Positive > r is in front of > you, negative r is behind you. > > Now, when your ship rotates, all you have to do is > add angles...not > multiply. Of course at some point, you need to > convert to screen > coordinates, but this can be done using sine and > cosine lookup tables.... > > -Chris > > On Fri, 24 Aug 2001, Glenn Saunders wrote: > > > << > > Even this would be hard, though. For one, it > involves > > multiplication and division of non-power-of-2 > numbers, > > and values that won't fit in 8 bits...and that's > just > > the beginning... > > >> > > > > Really the best approach is to disassemble Star > Raiders for the 400/800. > > It's only 8K. SR has more accurate pseudo-3D > coordinate system than any > > 8-bit space sim I know of outside of Elite, and > Elite (as I remember it on > > the Apple II at least) had a really sluggish > framerate so I don't think that > > would be a good game to copy. > > > > You could also look at the disassembly of Solaris. > Even though it's behind > > the ship perspective, it's still kinda 3D with the > radar and all. > > > > > > > > > _________________________________________________________________ > > Get your FREE download of MSN Explorer at > http://explorer.msn.com/intl.asp > > > > > > - > > Archives (includes files) at > http://www.biglist.com/lists/stella/archives/ > > Unsub & more at > http://www.biglist.com/lists/stella/ > > > > > - > Archives (includes files) at > http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ __________________________________________________ Do You Yahoo!? Make international calls for as low as $.04/minute with Yahoo! Messenger http://phonecard.yahoo.com/ - Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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