Please critique my idea for plotting a point in 3D space on a 2D screen

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70 comments, last by Utwo 20 years, 3 months ago
So much detail on the eye for a diagram =P
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quote:Original post by CWizard
Doing error-prone ugly speed hacks


Also posting without having a clue as to what you are talking about is not advicable. Fixed point is as accurate as you make it, and I wouldn''t consider it an ugly speed hack, more like absolutely essential, unless you WANT to write bad code that won''t run on anything below 2 Ghz.
Without Fixed point maths, we would not have had Wolfenstein 3D, Doom, Quake1 or 2, and I''m fairly sure Unreal and Quake 3 has a fair bit of fixed point in them too.
Fair enough fixed point might not be necessary for testing an algorithm, I admit to that, but if it works, why not speed it up tenfold or so but converting to fixed point?

JRA GameDev Website//Bad Maniac
quote:Original post by Bad Maniac
Also posting without having a clue as to what you are talking about is not advicable.
Very true. However, I do know a fair amount about fixed as well as floating point math.
quote:Fixed point is as accurate as you make it
Yes, and often necessary if you want accuracy.
quote:I wouldn''t consider it an ugly speed hack,
In this context, it is indeed a speed hack. I doubt anyone will claim that fixed point is cleaner or more elegant than native floating point operations. To me, "ugly code" is the opposite to clean and elegant.
quote:more like absolutely essential, unless you WANT to write bad code that won''t run on anything below 2 Ghz.
I did always use fixed point when coding on the Amiga 500, but from my Amiga 1200 with FPU (around 1990), floating point have generally been about as fast.
quote:Fair enough fixed point might not be necessary for testing an algorithm, I admit to that, but if it works, why not speed it up tenfold or so but converting to fixed point?
Exactly my point; it is yet a concept (that sadly probably won''t work out that well). When doing something real of it, I would speed it up twentyfold by letting OpenGL take care of it.
Utwo: Don''t listen to anyone who says that what you did is a waste of time. I think you did an excellet job of explaining your idea. I honestly think it should be part of the articles and resources section here on GameDev.

If I were you I would continue playing about with your own 3D algorithms. OpenGL is all fine and good, but it doesn''t exist everywhere (like on my cellphone), and knowing how to do these things from scratch will allow you to go to any platform.

I wrote a lot of different 3D effects from scratch (voxels, raycasters, polygons, lighting models, reflections, textures, springs, etc..) and I''m really glad that I did. The knowledge you will gain is priceless. Besides, if you know how to do it from scratch, how hard can an API be after that?

Good job!
Will
------------------http://www.nentari.com
You would also miss out the fun of doing it yourself, wich it seems most people thses days have no idea what it means. And saying that floating point has been faster than fixed point since the amiga 1200 of 1990 is a lie, fixed point is still faster and more accurate on P4 and modern Athlons usually. The only reason it''s not used as widely is because 3D api''s use floats internally, so people never need to concern themselves with it.
Us poor bastards who actually want to come up with something on or own and get it working only keep hearing -Do it in 3D HW and stop "reinventing the wheel".- Well some of us might just want to figure out something for ourselves rather than letting an Api do it for us.

Why make a movie, or write a book, it has already been done?
Why infact write a game using a 3D API, it has already been done. using ogl, talk about reinventing the wheel... (ok, not quite, but I wanted to be sarcastic)
JRA GameDev Website//Bad Maniac
Hey everyone.. ive got a great idea, not sure how correct it is though. Im thinking of inventing a programming language, it will be like C but with classes, maybe i could call it C++!
Heres a picture to demonstrate what i mean.

<img src="www.topfunpages.com/imgs/page_imgs/ib0402/idiot.gif"></img>

and then i could add operator overloading.. something like this..
<img src="homepage.interaccess.com/~whizbang/idiot.gif"></img>


OMGOMGOGMOGOMGMOGMOG!!!
quote:Original post by Anonymous Poster
Hey everyone.. ive got a great idea, not sure how correct it is though. Im thinking of inventing a programming language, it will be like C but with classes, maybe i could call it C++!
Heres a picture to demonstrate what i mean.

<img src="www.topfunpages.com/imgs/page_imgs/ib0402/idiot.gif"></img>

and then i could add operator overloading.. something like this..
<img src="homepage.interaccess.com/~whizbang/idiot.gif"></img>


OMGOMGOGMOGOMGMOGMOG!!!


Idiot

VLAjarn: Cause it (linux) NEVER crashesMrPr0Grmer: lol ur wrongMrPr0Grmer: RedHat crashesVLAjarn: I'm saying good builds of linux
quote:Original post by Utwo
i h8 u guys

Just kidding I don''t. But damn I looked at the thread listings and thought I had 2 replies.



Sorry, It just looked to long for me to read so I replyed "..."



It''s Maxd Gaming, put in an underscore and I will beat you with a rubber ducky!
{ Check out my Forum } { My First Space Art (Ever) }{ My Second Space Art (Ever) }{ My upcoming space mod for Battlefield: 1942. }
The Untitled RPG - |||||||||| 40%Free Music for your gamesOriginal post by capn_midnight 23yrold, is your ass burning from all the kissing it is recieving?
Haha I know I was j/k.

Hey guys I have this great idea for image tags. It's called putting an "http://" in the "src=" part so that the image actually shows up.

Hey check out this visual and you will see what I mean:



WOW!



[edited by - utwo on January 5, 2004 7:40:10 PM]
---signature---" Actually, at the time, I didn't give a damn about the FoxNews issue... just that you would come swooping in with your Super Mith cape flapping behind you and debunk it just because it didn't happen in your living room." - InnocuousFox
quote:Original post by Bad Maniac
And saying that floating point has been faster than fixed point since the amiga 1200 of 1990 is a lie
I did not say it was faster, but "generally about as fast". I did not say this to be true on other hardware either. Also, I admit that I didn''t consider other operations than multiplication and divition; add/sub/bit shifts are of course still faster as fixed point (I think) on modern hardware.
quote:Us poor bastards who actually want to come up with something on or own and get it working only keep hearing -Do it in 3D HW and stop "reinventing the wheel".- Well some of us might just want to figure out something for ourselves rather than letting an Api do it for us.
Good attitude; I very much encourage people to try to figure out as much as possible by themselves.

@ Utwo: I recognize what you are doing, I recognize your formulae. I did spend an awful lot of time in my youthood trying to do projection by calculating angles etc. Can you imagine my surprise (and anger) when I realized that it was as simple as (x / z * d)? Think about that you are not going to plot the pixels on your very eye, but on a flat plane that your eye will look at as any other object.

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