Path: utzoo!utgpu!jarvis.csri.toronto.edu!clyde.concordia.ca!uunet!aplcen!uakari.primate.wisc.edu!brutus.cs.uiuc.edu!ux1.cso.uiuc.edu!uxa.cso.uiuc.edu!mjw06513 From: mjw06513@uxa.cso.uiuc.edu (Mary J Winters) Newsgroups: comp.graphics Subject: 3D Animation Source Code Wanted Keywords: 3D animation C code wireframe Message-ID: <1990Jan2.224220.4136@ux1.cso.uiuc.edu> Date: 2 Jan 90 22:42:20 GMT References: <9170@cbmvax.commodore.com> <21550@mimsy.umd.edu> <21561@mimsy.umd.edu> <21562@mimsy.umd.edu> <9182@cbmvax.commodore.com> Sender: news@ux1.cso.uiuc.edu (News) Reply-To: mjw06513@uxa.cso.uiuc.edu (Mary J Winters) Organization: University of Illinois at Urbana-Champaign Lines: 25 OK, here's a question I would imagine has been asked before, but I have only recently discovered this group. I want to write a 3D game, similar to the arcade game BattleZone. I have some code which produces very nice wire- frame models with perspective. The only problem is speed: Even on my 386 IBM clone (no fp coprocessor) I can only get about a 1-2 frame per second animation rate. The same program running on a 386 IBM clone WITH a math coprocessor does significantly better, on the order of 5-6. Clearly, the floating point math is bogging things down. Then there are games like Flight Simulator, Atari's BattleZone for the IBM, and Arctic Fox which are all able to perform reasonable 3D perspective views and are VERY FAST (e.g. Atari's BattleZone runs well on a 4 MHz 8088-based IBM PC). I would very much like to learn the techniques used to produce fast 3D animation of wireframe objects. I assume it is done using only integer math, with optimization techniques such as multiplication/division replaced by shifts, lookup tables for trig/transcendental functions, etc. Can anyone point me toward a good source of information on these and similar topics? Any information (book titles, anon. ftp sources for code, etc.) would be greatly appreciated. (In case it's important, I'm using Turbo C 2.0 on an IBM clone with a VGA adapter). Thanks!