Path: utzoo!attcan!uunet!lll-winken!ncis.llnl.gov!helios.ee.lbl.gov!pasteur!agate!e260-3f.berkeley.edu!c60c-3aw From: c60c-3aw@e260-3f.berkeley.edu (Andy McFadden) Newsgroups: comp.sys.apple Subject: Re: graphics programming Summary: 3-D stuff Message-ID: <19425@agate.BERKELEY.EDU> Date: 24 Jan 89 20:22:51 GMT References: <8901220657.AA23254@wpi> <113300029@uxa.cso.uiuc.edu> Sender: usenet@agate.BERKELEY.EDU Organization: University of California, Berkeley Lines: 21 In article <113300029@uxa.cso.uiuc.edu> jb10320@uxa.cso.uiuc.edu writes: [stuff deleted] > the 3-D Animation package I'm translating (actually, it's SubLogic's >old A2-3D1/2 package , the one they used to make FlightSim). I looked at the 3-D routines in Nibble magazine (published about 3-4 years ago), and was thinking about translating them into assembly on the GS (with ample use of the toolbox routines). When I look at some of the games available today (Stellar 7, Arctic Fox, Elite), I know there must be a faster way of doing it than I am considering (too many multiplications/divisions, plus a couple of square roots). I'd rather not get a book list (I can get one from comp.graphics, I'm sure), but rather a fast algorithm for translating the three dimensional coordinates into screen coords. If anyone has used something like this (e.g., the SubLogic package mentioned above), I'd like to know more about it. >jb10320@uxa (jawaid bazyar) -- c60c-3aw@widow.berkeley.edu (Andy McFadden)