Комментарии:
I don't know trig, how do cubes rotate? I guess google's my friend.
ОтветитьNo, they were 3D as the three D's refer to three DIMENSIONS being represented. There is no such thing as 1/2 a dimension. How the three dimensions are represented, or how the 3D engine produces them do not effect whether they are 3D or not. If you have three dimensions clearly represented, length, width and height, than you have three dimensions. And games like Wolfenstien 3D was 3D... hence the name. Not 2 1/2 D. The engine itself had limitations on what type of scenes it could show, but it was no less 3D than modern engines.
Sorry, but the whole 2 1/2D thing always bugged me and is pure BS. Nice video otherwise.
If you want to get technical, every 3D game out there, including modern day 3D are 2D games as everyone one of them HAS to convert 3D co-ordinates to 2D before you can see them. It's called converting worldview to screenview. Your screen is 2D, so REAL 3D doesn't exist yet, perhaps VR Headsets qualify as they provide the different views our eyes need.
Great video, keep going
Saludos desde México
Actually, Doom and Duke Nukem might have 2D floor plans for levels, but otherwise, in-game they have 3 dimensions, unlike Wolf3D. Doom and Duke Nukem can render rooms of differing heights and they use all 3 position values in order to enforce 3D collision. It's just that Doom's inter-sprite collision isn't complete, but at least Duke Nukem 3's is way more complete.
ОтветитьIt'd be amazing when computers can get 3D things to be exactly reality and no trickery
ОтветитьYoure agenius. Now i finally kinda understand :)
ОтветитьAwesome man
ОтветитьCs go
ОтветитьCs 1.6
ОтветитьNice !! 😊
P.S. So, at the end we can say that the GBA is capable to generate true 3D graphics ... even if in software mode trough dedicated "software based" 3D engine.
Am i right ?
Can you make a more in depth of 3d video explaining the math.
Ответить@3DSage I'm curious, by the standards of this video would you consider your new GBA 3D engine to be 3D, or 2.5D?
ОтветитьAnother great video! The tone gave me the impression that you have been excited to make this for some time?
Anyway, the following is a absolute pedant correction, but something stated irked me:
3D perspective within art was well known about (and even the continuous standard for many centuries) from at least as early as Ancient Rome; not a discovery of the Renaissance. The reason the displayed artwork disregards perspective is a very nuanced topic involving topics as non-sequitur as monarchy as an abstraction of religion (or perhaps the other way) amongst other topics which will likely kill us all with boredom. As a general rule, however, I recommend the line of thought that the Renaissance should not be viewed as a renewed, classical love of: art, philosophy, science, etc.; rather it should be characterised as a revival effort of the: achievements, ideas, and values of the Greco-Roman world (which just so happens to be a disposition with lines up pretty well with a love of: art, philosophy, science, etc.).
In precis, the 15th century was not the origin of graphical perspective
This is incredibly well made! Keep up the great work. :)
ОтветитьAmazing explanation as always!
Your videos have great didactics, I learned a lot.
This reminds me of the great "Coding Secrets" series from Jon Burton (Traveller's Tales former employee) on GameHut channel.
Can't wait to see more from you.
Awesome video! Are you going to do a video about the Tomb Raider port to the GBA?
ОтветитьHow to make a gba port I want to make a sonic 1,2,3&k and cd
ОтветитьMario 64 gba man 😈
ОтветитьI remember learning perspective geometry when I was younger, and it was fascinating. It seems like the origin point doesn't actually have to be the center of the image (at least in pure geometry – in video games it probably does) – putting the origin point off-center produces different perspectives.
Ответитьinstead, cast radial 360 fisheye rays into a 2d map equilateral projection
Ответитьshould have mentioned depth buffer. That mostly sorts z-fighting issues and is faster than sorting at the expensive of more vram needed.
Ответить3D graphics in a plain display, the power of math!
ОтветитьDo you have any recommendations on how/where to learn more about 3D graphics? I've always been really interested in this topic.
ОтветитьThis is so well made, thank you for creating such great content !
ОтветитьBest programming channel ever, i never understood the math behind 3D so well. I have learned raycaster for the first time too, i became much more fascinated with programming, which have made me really fell into this world.
ОтветитьThis channel is a GEM ! Please, during these technical explanations - can you also put on screen some pseudo-code, or math involved? I am geek gamedev, and just love that kind of stuff :P All the best!
ОтветитьThere were 3D arcade games in the 80's too. They used vector graphics instead of normal raster screens to render display lists by moving the beam around to draw lines directly. Zero pixels, and infinite resolution, with minimum memory used basically :) Tempest was my favourite of these!
ОтветитьCool stuff, I wish this knowledge were availiable to 20 years ago. Gave the cat an upvote!
ОтветитьWouldnt it be better to draw front to back, and just not draw a pixel if that point has already been drawn? It will most likely save on performance
ОтветитьAmazing video! I love your channel so much.
ОтветитьCrazy how this video has less then 10k views… It is very well made on an interesting and popular topic. The title may be at fault.
Ответитьi'm so sorry, but can you create a playlist and these video been the 1st tutorial?
for creating a 3D games. ;)
(yes i'm review the videos and start on right place)
thanks for all... i loved these simple video and math
Now explain the sage.
ОтветитьTop notch content. Only for the elite
ОтветитьOne thing to point out is that not all rendering programs do their origin at the bottom left but at the top left. If this is the case then the screen height division in code needs to be divided by the negative version of the depth value.
ОтветитьGreat explanation but trying to pick your voice out from the background music is a headache. You are not a girl in a club - not gonna put that kind of effort in.
ОтветитьI have 0 idea 3D graphics it's this hard to create hopefully for as,
now days you don't have to dealing with all those stuff,
all you have to do is use software like blender unity ect and the do all those magic for you
Fun fact though, we live in the 4th dimensional world because time exists. The 3rd dimension can only exist in the theoretical plane of software as it exists instantaneously and independently outside of time. 3D objects cannot do, only be.
ОтветитьI just implemented this in python in less than an hour over my months long journey through linear algebra implementation in python...
ОтветитьI wonder if I can make that in Scratch Jr.
ОтветитьHi, I'm Brazilian and I've been trying to create 3D games, but I don't know linear algebra or anything like that. I watched your videos and got a little confused. I didn't find any videos in my language that explain this topic (I'm in elementary school). I'm a fan of your content.
ОтветитьThis channel is so cool, very creative
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