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Engine implementation

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I''m trying make an engine without Dirextx or Opengl using matrices, an up to now i imagine the rendering to be like that: you have a 3dpoint(x,y,z. color); You have a matrix that you apply rotation or whatever!! you apply the matrix to the 3d point; you copy the x and y values to the screen with the appropriate colors. Have i got it right?

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Basically, yes. Although that will only give you the vertices. If you want a filled faces, you''ll need to do triangle setup from these points, break the triangles into scanlines, and then rasterize those to produce individual pixels...
For a full overview of the 3D rendering pipeline, go here.

Michael K.,
Designer and Graphics Programmer of "The Keepers"



We come in peace... surrender or die!

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I''m thinking of making a 3d sprite engine with everything as a sprite. So each sprite that is behind the camera would have to be ignored and the ones that are visible would have to be scaled based on the distance.

Am i right?

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