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3 Dimensional Chat / Minecraft Diamond Sword - [.DBO]

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LastChance
11
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Joined: 11th Sep 2011
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Posted: 7th Aug 2013 20:35 Edited at: 8th Aug 2013 01:15

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Quik
14
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 8th Aug 2013 17:58
Care to show a wireframe? 1000 polygons sounds quite much for this - I might be wrong though



Whose eyes are those eyes?
Ortu
DBPro Master
15
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 9th Aug 2013 04:58 Edited at: 9th Aug 2013 05:01
i think each of those 'pixels'/'voxels' is a distinct cube object. i count 84, *6 faces *2 = 1008 triangles, could be an odd floater in there but it sounds about right.

of course it could be done with a lot fewer polygons, but then it would need to be uv mapped and textured, and im guessing this isnt, just each cube colored individually.

it's a nice arrangement, but this sort of model construction is not terribly efficient outside of minecraft

I'm gonna be king of the moon dots!
Quik
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 9th Aug 2013 12:10
even in minecraft it's rather silly (and i'm fairly sure that's how they made it in minecraft)
Yeah that's what I suspected =P



Whose eyes are those eyes?
LastChance
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Posted: 9th Aug 2013 18:06
Hi, guys!
You are absolutely right, its not efficient at all. I posted it, because I wanted to show my progress with a project I started a while ago.

My goal is to create a text based file format, which can describe object geometry and appearance in an easy to read, intuitive and yet powerful way!

I called it "Briefly Described Object - (*.BDO)" with analogy to "Dark Basic Object - (*.DBO)"

This "Minecraft Diamond Sword" was actually generated from this file:

Sword.BDO


This example doesn't demonstrate all features that I have coded so far, but accounts for the high number of polys (I haven't implemented any kind of polygon reduction so far).

Quote: "
i think each of those 'pixels'/'voxels' is a distinct cube object. i count 84, *6 faces *2 = 1008 triangles, could be an odd floater in there but it sounds about right.
"


That's right! The extra one polygon (1009) comes from the triangle object to which all other cubes are attached as limbs.

Quote: "
Care to show a wireframe? 1000 polygons sounds quite much for this - I might be wrong though
"


The models are too heavy to be used effectively at this stage of the development. As of now I'm more focused on the syntax and parsing.

I have engineered BDO's to be imported into DBPro as easy as:
objectID = LoadBDO("Sword.BDO")

If you have any opinions, suggestions or critique regarding this project, feel free to ask.

Bye!
Ortu
DBPro Master
15
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 9th Aug 2013 21:44
Quote: "This "Minecraft Diamond Sword" was actually generated from this file:"


thats pretty neat! i like the visual layout of the object in the formatyou could add layers and allow the object to be created with vertical stacking for depth. could provide an easy way to describe a true voxel object.

I'm gonna be king of the moon dots!
LastChance
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Posted: 10th Aug 2013 02:48 Edited at: 10th Aug 2013 12:11
Quote: "
thats pretty neat! i like the visual layout of the object in the formatyou could add layers and allow the object to be created with vertical stacking for depth. could provide an easy way to describe a true voxel object.
"


Thanks, Ortu. The current version of the parser has support for layers.
The syntax is: [#viewingAngle] layerSequence
For example:
#top //by default assumed layer = 1
#top 2 //2nd layer, looking from above
#right 5,7 //5th and 7th layer, looking from the right
#back 1-5,7-10 //all ten layers except the 6th

Here are some more examples, which will shed some more light on the BDO format:

Example 1:
--colors can be specified using either:
diffuse-color : r, g, b
diffuse-color : rgb(r, g, b)
diffuse-color : rgba(r, g, b, a)
diffuse-color : hsl(h, s, l)
diffuse-color : 0xffffff
diffuse-color : ffffff
diffuse-color : #abcdef
diffuse-color : Light Sky Blue


Hose.bdo




Example 2:
--you are not limited to use only cubes
By defafault:
1 is mapped to cube
2 is mapped to sphere
3 is mapped to conus
4 is mapped to cylinder
These can be overwritten at anytime.

DBPro.bdo




Example 3:
--Finally some layering

Something.bdo




The last example can be improved by using:
[UnitCount]x[UnitName]"StyleName, e.g. 17x.
KenGames
9
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Joined: 22nd Sep 2013
Location: United States
Posted: 23rd Sep 2013 00:09
Wow that's really cool, great job man!
Seditious
9
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Joined: 2nd Aug 2013
Location: France
Posted: 5th Oct 2013 01:26
The sword should be 2 polygons at most, with backface culling disabled.

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