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Newcomers AppGameKit Corner / building maps with OBJ

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puzzler2018
User Banned
Posted: 12th Feb 2018 20:57
Hi

Just had a little look around at obj file creations and they seem to be straight forward



This above in a OBJ file loads 2 seperate entity objects meshed together into one

As im very new to 3D multi meshing etc, I think this is the way forward to create big and better things and will indeed help on another thread im looking at

Wish me luck on a new venture

puzzler2018
User Banned
Posted: 12th Feb 2018 21:01
and even better still - a single sided plane
puzzler2018
User Banned
Posted: 12th Feb 2018 21:15
a texturable cube



Lots of learning to do to be able to dynamically build
puzzler2018
User Banned
Posted: 12th Feb 2018 21:42 Edited at: 12th Feb 2018 21:44
For example

the f's - are faces and make up triangle points - 2 triangle polygons make up a face

face 1
triangle - f 5/1/1 1/2/1 4/3/1
triangle - f 5/1/1 4/3/1 8/4/1

face2
triangle - f 3/5/2 7/6/2 8/7/2
triangle - f 3/5/2 8/7/2 4/8/2

face3
triangle - f 2/9/3 6/10/3 3/5/3
triangle - f 6/10/4 7/6/4 3/5/4

face4
triangle - f 1/2/5 5/1/5 2/9/5
triangle - f 5/1/6 6/0/6 2/9/6

face5
triangle - f 5/1/7 8/11/7 6/10/7
triangle - f 8/11/7 7/12/7 6/10/7

face6
triangle - f 1/2/8 2/9/8 3/13/8
triangle - f 1/2/8 3/13/8 4/14/8


I assume that

v's are vertices

vt's - is textural stuff

vn's - are the normals

lots to research
puzzler2018
User Banned
Posted: 12th Feb 2018 22:00
Or with each of your years of experience with agk, is this a lost cause idea. there maybe some other more simplest ways to build big maps with high fps
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 13th Feb 2018 02:31
Faces can also be stored as quads, then each face has 4 vertices but i have never used that format

In this project i had one big model (pinball table) and all the bumpers and objects were separate groups within the model
The app separates out all the groups into individual models and stores them in the Documents/table folder then uses the name of the group to give the object properties. bounce for bumpers, rotation for flippers etc
This is handy because;
1 All the models will share the same texture image
2 I can use my 3D proggy to design/texture the entire table

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