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... ;-)
1st step : modeling / uvmapping / texturing / rigging / skinning a low polys blitzbasic hero :
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Frd-stuff.fr%2Fblitz3d%2Fwip-bbhero-vertices-triangles-joints-20210105.png&hash=88276c28aa1ee1e7f6537de45399952b106fcc21)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Frd-stuff.fr%2Fblitz3d%2Fwip-bbhero-rigged-skinned-20210105.png&hash=da0da4fb22b4aea245375be2ed221e33b56d03c4)
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)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Frd-stuff.fr%2Fblitz3d%2Fwip-drawskinnedvertices-drawjointsbones-20210215-0938.png&hash=70e17a6eca846002c2d7eb101bb4163b200c2eb7)
8)
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.
@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, ...)