It'd be great if someone could start a topic explaining things like how to project 3D coords to 3D (because all the math I've found online seems to fail to do it), and then how to move it around (mostly linear algebra, I imagine, but it'd still be nice to know more specifics outside of "use a rotation matrix").
There are basically two categories of transformations: rotation, translation, and scaling (and inversion too, I guess), which are all maintaining the same dimensionality, and projections, which are typically used to reduce dimensions.
If you ask about it in the tutorial thread, I'll try to cover them explicitly in my next entry, which is probably a few weeks away.
I can't wait for this, my work sometimes causes me to encounter transformation matrices and wikipedia's explainations of how they work and how to do simple things like rotate around the origin leads to headaches quickly.
Also I worked on a couple of culling issues and have a new screenie:
Link is 108 faces, 66 verts.
Mario is 107 faces, 61 verts.
These are quite detailed for a calculator when you think about it, and seem to run fairly well considering that no optimising for the new platform has taken place yet.
Still lots of things to work on, so progress will be steady
I found an old build of the monochrome version for this engine on a calc I'm sending to notipa!
Check it out here:
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