Path: utzoo!utgpu!jarvis.csri.toronto.edu!cs.utexas.edu!uwm.edu!rpi!image.soe.clarkson.edu!sunybcs!uhura.cc.rochester.edu!rochester!rit!ultb!dds3769 From: dds3769@ultb.isc.rit.edu (D.D. Simmons) Newsgroups: comp.graphics Subject: Re: 3D Animation Source Code Wanted Message-ID: <1865@ultb.isc.rit.edu> Date: 5 Jan 90 06:22:23 GMT References: <2910@dogie.macc.wisc.edu> Reply-To: dds3769@ultb.isc.rit.edu (D.D. Simmons) Organization: Information Systems and Computing @ RIT, Rochester, New York Lines: 24 To who ever posted the rather offensive note. I don't put myself so far above other people that I can not stop to help them. Back before I bought an Amiga 2000, I began doing some graphics animation on Apple II. At the heart of those simple programs was two elements. The first was a double buffered screen. The second was a set of equations that translated 3-d points to 2-d coordinates for the screen. I don't recall if you mentioned what computer you were using or if did, but setting up a double buffered screen shouldn't be too difficult. The two equations that I used are as follows: h = X cos Ax + Y cos Ay + Z cos Az v = X sin Ax + Y sin Ay + Z cos Az h and v are your screens horizontal and vertical coordinates X, Y, and Z are the 3-d space coordinate Ax, Ay, and Az is the angle of view to the 3-d coordinate system Hope this helps. Your note brings back memories of rotating a cube on a monochrome screen. Send me mail if you need more detailed information or help.