demo to demonstrate blitz3d 2d 3d capabilities...

Started by RemiD, January 06, 2021, 09:58:03

Previous topic - Next topic

RemiD

hi ! :)

i have started to code again since beginning of december 2020...

at first i did not have any inspiration on what to create so i just took a look at the old codes that i have archived on my hard drive and prepared some examples / procedures / effects that i may need in the future...

then by looking at some of your recent demos / little games here, it motivated me to make a new demo with blitz3d, to demonstrate blitz3d 2d 3d capabilities.

(i may also include a little game, if the motivation stays... lol)

what i plan to include :
-mesh created proceduraly with premade parts
-texture created proceduraly with premade parts
-skydome and moving clouds and horizon (dome16 + changing UVs, cylinder16 with decreading vertices alpha (down to up) )
-terrain multitex with 4 layers
-grasses with Qflats or Tflats or Qcrosses or Tcrosses (separate copies or merged in one surface)
-water plane with waves and reflections
-binary snowflakes (0s and 1s)
-reflective shapes (with cubemap textures)
-glowing shapes (with glow volumes layers, with flats layers, with textured QScreens)
-glowing lightsources (with flares)
-ray effect (cylinder8 with decreasing vertices alpha)
-flame thruster effect and smoke effect (particles)
-asteroids crashing on the ground and exploding in parts
-camera shake effect
-rigged skinned mesh and animations
-3d sound and attenuation depending on emitter orientation and player orientation and distance(emitter,player)

the graphics will be like those of ps1 / saturn / n64 era... because easier and faster to make !

what i want to achieve is to assemble the world step by step, but in realtime, so that the player can see how it is being made.

let's see how far i can go this time... ;-)

RemiD

1st step : modeling / uvmapping / texturing / rigging / skinning a low polys blitzbasic hero :




RemiD

#2
finally managed to merge one premade skeleton (joints/bones) with others separate premade skinned meshes (body + head + vest + pants + shoes + belt) and animate, and debug skinnedvertices and debug joints/bones.
all inside in blitz3d ! (thanks to Bobysait B003 addon)


8)

peteswansen

#3
Remi... feel free to share your code.   In the 18 years of Blitz 3D there has never been a B3D model of a human that has a wide range of human animations. This is a major fail of the developer.......   Why was an animation module NOT included into Blitz3D?     Even the ancient Amiga "AMOS" program had 2D and 3D modeling and animation.

If anyone has a animated general human model, no one is willing to share it.

RemiD

#4
@peteswansen>>
i have already shared a rigged skinned animated humanoid model, but only for testing purposes.
https://www.syntaxbomb.com/index.php/topic,4353.0.html

you have to make your own characters calibrated to your project. same thing for animations.

you can find ready to use b3d models on 3drt.com

but i can provide an example code on how to manage basic animations with Blitz3d (idle, walk, run, jump, fall, land, attack, shoot, protect, hit, ...)