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About starving4rtist

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    College kid no more!

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  • Name
    Mark VanDeWeghe
  • Location
    Madison, WI

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  1. (feel free to move this thread to off-topic...since it's slowly headed in that direction ) I took advantage of a business trip this weekend to pound out the start of an app using the Silverback3D engine: http://markvandeweghe.com/flash/Statuary1.htm
  2. Bringing this thread from the dead once again. I've made it my goal to work on this project for a few hours every night after work, so progress is being made. I apologize again that this project isn't specifically AM related, but I'm planning on integration in the future Some new things you haven't seen yet: Texture mapping 3ds Importer EDIT: Demo of all functionality I've also been working on cleaning up the code for an alpha release to the public, hopefully in a week or sooner. It's not feature-complete yet, but most basic functionality is working. Feel free to look
  3. you're the flash master!

  4. Phong shading: http://www.markvandeweghe.com/flash/engine9.html Simple toon renderer: http://www.markvandeweghe.com/flash/engine10.html
  5. I actually didn't learn about Papervision until I was pretty far into this project. I haven't looked at it as much as I probably should, but it seems to me that my project will end up very similar to it. I think me using Papervision would basically 'void' this project, as I see the two being very similar. (Please correct me if I'm wrong here) I have a long list of features I'm planning to implement, I actually already have texture mapping working, I just haven't optimized the code enough to post an example online. So I guess the main point I'm getting at (in a very roundabout fash
  6. Updated a few things...mainly added specular reflections: http://www.markvandeweghe.com/flash/engine6.html Also, I'd like to gauge interest...if I were to develop AM-specific model and animation importers for use with this, how many of you would actually use it? It would take me a fair amount of work to add the file importers, but I'd definitely consider working on it if enough people wanted me to.
  7. My goal at some point is to make model importers for this. Once that is done, the basic code required to load and display a model would be: - Create "3d Engine" object - Create model object and call LoadFromFile() function to import geometry - Load the model into the engine object And then at each frame, you can just call the DrawAll() function of the engine. Before the rendering step, you can make any adjustments (translation/rotation/animation/etc.) to the model that you want. More simply put: yes, this will eventually be able to be used as a hash->flash workflo
  8. (un)fortunately I already have another update with significant performance increases. Just like before, I'd be very interested to hear what speeds people are getting with this: http://www.markvandeweghe.com/flash/engine4.html
  9. Here are the results from a fair amount of optimization and code re-working: http://www.markvandeweghe.com/flash/engine3.html There are a few issues with culling at this point, those will be fixed soon. My main goal with this is to get it fast enough to be practical for real-time applications. If you guys are bored, I'd be interested in hearing what sorts of frame rates you're getting for this example as well as the basic specs of the computer you're running it from. Also...sorry that this thread has been constantly straying further and further from AM-related material. I pr
  10. I guess I'm confused what you're getting at with this. I'm definitely interested in hearing your ideas, but I'm not sure how this would work. A (simple) triangle generally has 3 colors, one at each vertex. By assigning colors to each vertex, we can make it look like all of the triangles blend together. If there's just a linear 2-point gradient, I'm not sure how that would map onto a triangle? In other news, environment mapping: http://www.markvandeweghe.com/flash/engine2.html It's not 100% accurate yet, this is more of a proof of concept that it's possible to implement.
  11. My previous renderer used Flash's vector API to draw each polygon as a triangle. My current goal is/was to create a renderer that allowed smooth shading (vertex normals instead of polygon normals) and texture mapping. I couldn't figure out any good way to draw a triangle with a 3-color gradient between each vertex with any built-in functions. And even if I could do that, texture mapping would still be impossible to do. I settled on doing a per-pixel renderer that goes through most of the same steps that graphics hardware does. Although it's not very efficient (there's a reason we
  12. Returning once again with an update (I somehow keep coming back to this project): - Re-wrote much of the code to use a new, much more efficient data structure - The new data structure makes importing files much easier (to be implemented later) - Completely re-wrote the rendering code. It now uses per-pixel rendering, which allows for smooth shading (as seen in demo), texture mapping, normal mapping, etc. - Frame rate is far lower that I'd like it to be, but not too bad considering the model is around 1500 polys http://www.markvandeweghe.com/flash/engine1.html I'm consider
  13. Yeah...the physics leave something to be desired. Right now it just has really basic physics (speed up when going down a hill, slow down when going up). The assignment was more about splines than anything, so that's where I put the most work in. If I get some time in a bit I'll definitely look more into the physics.
  14. Ok, I think I've gotten it working now. There's a link to the program in the webpage above, here's a direct link: https://mywebspace.wisc.edu/vandeweghe/web/...MarsCoaster.zip
  15. Something a little different...I hope it's okay for me to show this off here. I just finished writing this program for one of my classes. All of the modeling was done in AM, exported to .3ds, and then imported into my program. I was pretty happy with the way it turned out. Pics and description are here: https://mywebspace.wisc.edu/vandeweghe/web/...case/code5.html I'm working on getting an executable uploaded so you guys can try it out (it looks lots better in motion), but I'm running into problems with Visual Studio. On a different note, did anyone ever release updated exp
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