Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

rotating 3d cube in assembly

This topic is 5138 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
ummmm, why are you going to do it in assembly. if you using windows, it would be much easier to do it in DirectX ya know.

o yeah, sorry i didn''t actually answer your question

Share this post


Link to post
Share on other sites
Do you want a wireframe cube or a filled cube? Flat shaded? Gouraud? Phong? Texture mapped? There are quite a few sources around the net for this stuff. Some names to look out for are VLA and OTM (two demo groups who wrote some docs about this stuff). I''m sure there''s something on gamedev about it..

cheers
sam

Share this post


Link to post
Share on other sites
my current knowledge is null,just thought it would be fun to do it in assembly.

that link is that for assembly ?

[edited by - noob2asm on April 21, 2004 12:23:45 PM]

Share this post


Link to post
Share on other sites
"my current knowledge is null,just thought it would be fun to do it in assembly."

It certainly IS null if you think doing it in assembly would be fun.

Try it first in a high level language.

Learn the techniques for displaying something, anything, using whatever API you have to hand (I wrote my first spinning cube in Delphi, just using the Timage and Ttimer components).

Then learn basic animation techniques.

When you have a spinning cube working in a high level language, you will then be ready to do it in assembler.

Don’t lose your ambition, just learn to walk before trying to fly.




Stevie

Don''t follow me, I''m lost.

Share this post


Link to post
Share on other sites
Even if you were to write the demo in assembly, you would probably still use GDI functions just like in C/C++ if you were creating a Win32 application. Other than the language syntax, it wouldn''t be a whole lot different than doing it in C, especially if the code was written with higher level MASM32 directives.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!