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Quads: 3-D-Effekte, Animationseffekte

Das Feature, was am meisten Furore macht... Eine einzige Property – the quad of sprite – öffnet im Zusammenwirken mit der neuen Bitmap-Renderengine in Director 7 im wahrsten Sinne des Wortes neue Welten für Director-Anwender. Sie benötigen Shockwave Version 7.

 

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Jim Collins bringt es auf den Punkt:
'Quads' (...) are sort of like a real-time Photoshop Image/Distort with 4 handles to smush bitmaps around and create very good illusions of 3D-like texture mapping. I takes a wee bit more work than a marketing person might lead you to believe. Quads can quickly and neatly stretch/squeeze/squish bit maps to fit the geometry of any flat 3D perspective surface but you will need to provide the quad with coordinates to squish to. If you've ever used lingo to make a 3D wireframe cube then covering the wireframe with a skin of quads will be a breeze.

Here's a couple of quad shockies doing a reasonable facsimile of 3D texture mapping with nothing but quads (and a little matrix algebra).
http://venuemedia.com/mediaband/collins/woody.html
http://venuemedia.com/mediaband/collins/polyquad.html

But don't get hung up on the 3D aspects. Quads under lingo can smush bitmaps around to great effect with no knowledge of 3D. Think what you might do with a real-time Photoshop image/distort. Jim Collins, Smoke & Mirrors



 

more quads...

3-D-Lingo (In Spanisch): Die Site von José Francisco Burgos Quiñónez demonstriert die wichtigsten Anwendungs-Beispiele für Quads (und einige andere 3-D-Techniken). Leider kein offener Code; stattdessen ein Verweis auf Che Tamahoris interessante Site zu 3-D in Director 6. neu!

ShockTimeVR I und ShockTime VR II (Arnauld de la Grandière) – Schreibt einfach: "Ich habe gemacht ein QuickTime VR clone in Lingo! It features 360°x360° of liberty! check it out!" – und unsereins fällt in Ohnmacht vor'm Rechner... wow!

Quake (Neural) – 3-D-Welt mit vorgehaltener Wumme. Inklusive Performance-Ratings (fps für 233-450 MHz-Rechner).

New Director 7 features utilized:
quads - ability to skew/stretch bitmaps = cheap texture mapping
locZ - allows overriding the score's sprite draw order = painter's algorithm
dot syntax - makes handling large data arrays in lingo bearable

Quad Performance (Arnauld de la Grandière)

> I think your example works really great - and probably you even caught
> Einstein's theories with some reverse movement after flying through the
> house... ;-))
Heh well actually that's just how a standard camera lens would behave if it had the ability to go through objects ;¬) The reverse movements are due to the lack of a clipping engine. I plan to add such an engine as soon as possible :¬)



 

more quads...

Wipeout SW 99 / Wipeout mirror (NoiseCrime) – 3-D-Racing in Quads.
Tron / Tron mirror (NoiseCrime) – 3-D-Racing mit Lichtspur. neu!

Its amazing how far you can push director. I've wanted to do a racing game for so long, and wipeout seemed the best choice.
I plan on making a level editor, so you can make you own levels. The beauty of wipeout is you don't need to create much more than the track, unlike a rally game or something, where the track is a small part of the overall environment. The latest version has cpu cars, vapour trails
(red and blue), lap counter, 3 lap race, 3 track variations.

Moving on from wipeout, I've started to look into a light cycle game(Tron), (just love those vapour trails). It is very basic, no collision detection, single player, no cpu player.
Its a proof of concept. I'm particaully excited about it as there is so much more you could do with this genre, adding power ups weapons, etc. Stay tuned.

NoiseCrimes All-Quads-Beta-Page. Alles auf einen Blick. Dieser Mann ist der Hammer!

I've been involved with Director since version 3.0 and have always strived to push it to the limits. My latest project is a full 3D Quad engine. Not just simple boxes, or navigational devices, but complex 3D models of upto 500 polygons. When finished I may release it as an xtra, although I would want to first try to get my polycaster engine incorporated. Anyway you can see the beta test of the 3D engine here. Raycasting and other stuff is available from the home page.

 



 

even more quads... (oder: es muß nicht nur 3-D sein ;-)

Grundlagenforschung: Bitmap-Rotation in 3D (Joachim Gola)
Nein, Matrix-Berechnungen gehören nicht zu meinem täglich Brot, der Mathe-Leistungskurs ist auch schon was her ;-) Aber Quad-3D wär schon was, zumindest die Grundlagen zu verstehen... Also, der Vorschlag zur Güte: für komplexe Modelle gibt's 3-D-Engines wie Quadboost oder die Arbeiten von Arnauld und Noisecrime (s.o.). Für den Einstieg gibt's hier das richtige Link: wie geht das ?

Virtual Book (Arnauld de la Grandière)
Rubik's Cube (THE ARTICLE 19 GROUP INC.)
Rotating Bitmaps (Colin Holgate, Funny Garbage)
3dpong (Colin Holgate, Funny Garbage)
Rotating Cubes and Spheres (Macromedia)
Butterflies (Macromedia)
Dexter - Spiel mit 3-D-Navigation (Colin Holgate, Funny Garbage)

Einfacher Raum (Joachim Gola)
Scrolling quadded text (Joachim Gola) ähm... hätte ich auch nicht gedacht, daß das geht... ;-)



 

no quads – sorry!

Wellen (Arnauld de la Grandière) Tja, das sind dann doch keine Quads. Wie man sich irren kann. Nach Auskunft von Arnauld – danke ! – nutzt er duplicate() und crop() und setzt Sprite-Positionen der so erstellten Darsteller, das ganze mit einer Sinusfunktion. Dafür nochmal ein dickes: neu!

Wellen2 (neural) CNN-Nachrichten (aktuell) in Wellenlinien über den Bildschirm laufend.

Und so ist es gemacht (O-Ton neural):
The text scroll was done this way (your guess was very close):
- make a big wide bitmap of the entire character set of a font in Photoshop with nice hilite effects
- bring it into director
- chop it up into hundreds of strips (write a short routine for this)
- create a new character lookup table consisting offsets into the above strip members along with the width of each character in the character set
- at runtime, download text, and create a another table of offsets, widths for each character in the text.
- put them on the stage varying the position with pre-calculated sine table
- then do lots of tweaking to get motion smooth!

Ripple (neural) und was passiert hier??? doch quads?

Und wieder O-Ton neural:
The ripple is:
- quads mapped to a mesh
- the mesh is distorted by vector from point of click to each mesh point
- the strenght of the vector is determined by a propagating sine wave




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