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demo 3d - grotte

Publié : mar. 27/mars/2018 17:28
par Guillot
Image

Salut les codeurs,

j'ai fais une modélisation de grotte
à peine 200 lignes (en plus de mes fonctions de base)
je suis assez content du résultat

j'espere que ça en motivera certains pour se mettre à la 3d

PS: j'ai pas géré les collisions avec les parois, alors pour plus de réalisme vous être priez de pas passer au travers !

Code : Tout sélectionner

; demo 3d - grotte - Pf Shadoko - 2018

EnableExplicit

Structure vector2
  x.f
  y.f
EndStructure

Structure Vector3
  x.f
  y.f
  z.f
EndStructure

Structure Svertex2
  p.vector3
  n.vector3
  diag.b
  ai.b
  aj.b
  uv.vector2
  color.l
EndStructure

Procedure.f Maxi(v1.f,v2.f)
  If v1>v2:ProcedureReturn v1:Else:ProcedureReturn v2:EndIf
EndProcedure

Procedure.f Mini(v1.f,v2.f)
  If v1<v2:ProcedureReturn v1:Else:ProcedureReturn v2:EndIf
EndProcedure

Procedure.f limite(V.f, i.f, s.f)
  If V < i :v=i:EndIf
  If V > s :v=s:EndIf
  ProcedureReturn V
EndProcedure

Macro vec3d(v,vx,vy,vz)
  v\x=vx
  v\y=vy
  v\z=vz
EndMacro

Macro vec2d(v,vx,vy)
  v\x=vx
  v\y=vy
EndMacro

Procedure.f lng3D(*v.Vector3)
  ProcedureReturn Sqr(*V\x * *V\x + *V\y * *V\y + *V\z * *V\z)
EndProcedure

Procedure Norme3D(*V.Vector3,l.f=1)
  Protected.f lm
  lm = l / lng3d(*v)
  *V\x * lm
  *V\y * lm
  *V\z * lm  
EndProcedure

Procedure Pvectoriel3d(*r.vector3,*p.vector3,*q.vector3)
*r\x=*p\y * *q\z - *p\z * *q\y 
*r\y=*p\z * *q\x - *p\x * *q\z 
*r\z=*p\x * *q\y - *p\y * *q\x 
EndProcedure

Macro add3d(p,p1,p2)
  p\x=p1\x+p2\x
  p\y=p1\y+p2\y
  p\z=p1\z+p2\z
EndMacro

Macro sub3D(p,p1,p2)
  p\x=p1\x-p2\x
  p\y=p1\y-p2\y
  p\z=p1\z-p2\z
EndMacro

Macro interpol(v,v1,v2,r=0.5)
  v=v1*(1-r)+v2*r
EndMacro

Procedure interpol3D(*R.Vector3, *V1.Vector3, *V2.Vector3, r.f)
  *R\x = *V1\x + r * (*V2\x - *V1\x)
  *R\y = *V1\y + r * (*V2\y - *V1\y)
  *R\z = *V1\z + r * (*V2\z - *V1\z)
EndProcedure

Procedure.f POM(v.f)
  ProcedureReturn (Random(v*1000)-v*500)/500
EndProcedure

Procedure defmatrot(*p.vector3,w.f, Array m.f(2),orientation=0)
  Protected.vector3 pp,p,q,r
  Protected.f l
  vec3d(p,*p\x,*p\y,*p\z)
  l=lng3d(p)  
  Select orientation
    Case 0:vec3d(pp,Cos(w),0,Sin(w))
    Case 1:vec3d(pp,0,Cos(w),Sin(w))
    Case 2:vec3d(pp,Cos(w),Sin(w),0)
  EndSelect
  pvectoriel3d(q,p,pp):Norme3d(q,l)
  pvectoriel3d(r,p,q) :Norme3d(r,l)
  m(0,0)=p\x:m(0,1)=q\x:m(0,2)=r\x
  m(1,0)=p\y:m(1,1)=q\y:m(1,2)=r\y
  m(2,0)=p\z:m(2,1)=q\z:m(2,2)=r\z
EndProcedure

Procedure calcmatrot(*v.vector3, *u.vector3, Array m.f(2))
  Protected.f x=*u\x, y=*u\y, z=*u\z
  *v\x=m(0,0) * x + m(0,1) * y + m(0,2) * z
  *v\y=m(1,0) * x + m(1,1) * y + m(1,2) * z
  *v\z=m(2,0) * x + m(2,1) * y + m(2,2) * z
EndProcedure


Procedure addvertex(px.f,py.f,pz.f, nx.f,ny.f,nz.f, u.f,v.f,c=0)
    MeshVertexPosition(px,py,pz)
    MeshVertexNormal(nx,ny,nz)
    MeshVertexTextureCoordinate(u,v)  
    MeshVertexColor(c)
EndProcedure

Procedure Createsurface(mesh,Array t.Svertex2(2))
  Protected p,i,j,m,diag,nx=ArraySize(t(),2),nz=ArraySize(t(),1)
  Protected.vector3 d1,d2,n
  m=CreateMesh(mesh):If mesh=-1:mesh=m:EndIf
  For j=0 To nz
    For i=0 To nx
      With t(j,i)
        addvertex(\P\x,\p\y,\p\z,\n\x,\n\y,\n\z,\uv\x,\uv\y,\color)
      EndWith
    Next
  Next  
  For j=0 To nz-1
    For i=0 To nx-1
      p=j*(nx+1)+i
      diag=t(j,i)\diag
      If diag=0
        sub3d(d1,t(j,i)\p,t(j+1,i+1)\p)
        sub3d(d2,t(j+1,i)\p,t(j,i+1)\p)
        If lng3d(d1)>lng3d(d2):diag=1:Else:diag=-1:EndIf
      EndIf
      If diag=1
        MeshFace(p,p+nx+1,p+1): MeshFace(p+nx+2,p+1,p+nx+1)
      Else
        MeshFace(p+nx+1,p+nx+2,p): MeshFace(p+1,p,p+nx+2)
      EndIf
    Next
  Next
  FinishMesh(1)
  NormalizeMesh(mesh)
  UpdateMeshBoundingBox(mesh)
  ProcedureReturn mesh
EndProcedure

Procedure Split(Array t.s(1),l.s,sep.s=",",nmax=100)
    Protected ap.l,p.l,n,ls
    Dim t(nmax)
    ls=Len(sep)
    l+sep
    p=1-ls
    Repeat
        ap=p+ls:p=FindString(l,sep,ap)
        If p=0:Break:EndIf
        n+1
        t(n)= Mid(l,ap,p-ap)
    ForEver
    ReDim t(n)
  EndProcedure
  
Procedure string2vector2(Array s.vector2(1),txt.s)
  Dim tt.s(0)
  Dim t.s(0)
  Protected i,n
  
  split(tt(),txt,"/",100)
  n=ArraySize(tt())
  Dim s(n-1)
  For i=1 To n
    split(t(),tt(i)+",0",",")
    With s(i-1)
      \x=ValF(t(1))
      \y=ValF(t(2))
    EndWith
  Next
EndProcedure

Procedure CoRBinv(c.l)
  ProcedureReturn  RGBA(Blue(c),Green(c),Red(c),Alpha(c))
EndProcedure

Procedure ColorBlend(color1.l, color2.l, blend.f)
    Protected r.w,g.w,b.w,a.w
    r=  Red(color1) + (Red(color2)     - Red(color1)) * blend
    g=Green(color1) + (Green(color2) - Green(color1)) * blend
    b= Blue(color1) + (Blue(color2) -   Blue(color1)) * blend
    a=Alpha(color1) + (Alpha(color2) - Alpha(color1)) * blend
    ProcedureReturn  RGBA(r,g,b,a)
EndProcedure

Procedure GradientToArray(Array pal.l(1),n,gradient.s,inv.b=0,alpha.b=0)
  Protected Dim lt.s(0)
  Protected i,j, apos,pos, acol.l,col.l
  n-1
  Dim pal(n)
  split(lt(),gradient,"/")
  
  Macro lparam(i)
    pos=ValF(lt(i))*n
    col=Val(Mid(lt(i),FindString(lt(i),",")+1))
    If inv  :col=CoRBinv(col):EndIf
    If alpha:col | $ff000000:EndIf
  EndMacro
  
  lparam(1)
  For i=2 To ArraySize(lt())
    apos=pos
    acol=col
    lparam(i)
    For j=apos To pos:pal(j)=ColorBlend(acol,col,(j-apos)/(pos-apos)):Next
  Next
EndProcedure

Procedure Finterpol(Array F.f(1),t.s,rx.f=1,ry.f=1,oy.f=0)
  Protected.l i,j,n,c,ac
  Protected.f y,dx,dy,p
  Protected Dim s.vector2(0)
  string2vector2(s(),t)
  n=ArraySize(s())
  For i=0 To n
    s(i)\x*rx
    s(i)\y*ry+oy
  Next  
  Dim f(Int(s(n)\x))
  For j=0 To n-1
    y=s(j)\y
    dx=s(j+1)\x-s(j)\x
    dy=s(j+1)\y-s(j)\y
    p=dy/dx
    ac=c
    While c<=s(j+1)\x
      f(c)=y+p*(c-ac):c+1
    Wend
  Next
EndProcedure

Procedure t2norme(Array t.w(2),dmin.w,dmax.w,profil.s="")
  Protected smin.w,smax.w,dx1,dy1,i,j,sr,dr
  If profil="":profil="0,0/1,1":EndIf
  dy1 = ArraySize(t(), 1)
  dx1 = ArraySize(t(), 2)
  smax = -32768
  smin =  32767
  For j=0 To dy1
    For i=0 To dx1
      If t(j,i)>smax : smax=t(j,i): EndIf
      If t(j,i)<smin : smin=t(j,i): EndIf
    Next
  Next
  sr=smax-smin
  dr=dmax-dmin
  
  Protected Dim conv.f(sr)
  Finterpol(conv(),profil,sr,dr,dmin)
  
  For j=0 To dy1
    For i=0 To dx1
      t(j,i)=conv(t(j,i)-smin)
    Next
  Next
EndProcedure

Procedure Embos(Array s.w(2), px.w=0, py.w=0)
  Protected i,j,dx,dy
  px=1<<Int(Abs(px))*Sign(px)
  py=1<<Int(Abs(py))*Sign(py)
  
  Macro gra(j0,i0,j1,i1)
    t(j0,i0)=Abs(s(j0,i0)-s(j0,i1)+px)+Abs(s(j0,i0)-s(j1,i0)+py)
    EndMacro
  dy = ArraySize(s(), 1)
  dx = ArraySize(s(), 2)
  Dim T.w(dy,dx)
  For j=0 To dy-1
    For i=0 To dx-1
      gra(j,i,j+1,i+1)
    Next
    gra(j,dx,j+1,0)
  Next
  For i = 0 To dx-1
    gra(dy,i,0,i+1)
  Next
  gra(dy,dx,0,0)
  CopyArray(t(),s())
EndProcedure

Procedure Tmodulo(Array T(1), max, marge)
  Protected i,d=max-marge/2
  Dim T(max + 2*marge): For i = 0 To max + 2*marge: T(i) = (i+d) % (max+1): Next 
EndProcedure

Procedure Tlimite(Array T(1), max, marge)
  Protected i
  Dim T(max + 2*marge): For i = 0 To max + 2*marge: T(i) = limite(i-1-marge/2, 0, max): Next
EndProcedure

Procedure lisser2D(Array s.w(2),di.w, dj.w,pass=1,loop=1)
  If di=0 And dj=0:ProcedureReturn:EndIf
  Protected i,j,k,dii,djj,dx,dy,dij,tx
  dx = ArraySize(s(), 2):di=mini(di,dx)
  dy = ArraySize(s(), 1):dj=mini(dj,dy)
  Dim d.w(dy,dx)
  dii=di+1
  djj=dj+1
  dij = dii * djj
  Dim lx(0)
  Dim ly(0)
  If loop
    Tmodulo (lx(), dx, di+1)
    Tmodulo (ly(), dy, dj+1) 
  Else
    Tlimite(lx(), dx, di+1)
    Tlimite(ly(), dy, dj+1)
  EndIf  
  ;Debug "-------------":For i=0 To ArraySize(lx()):Debug lx(i):Next
  For k=1 To pass
    Dim ty.l(dx)
  For j = 0 To djj - 1: For i = 0 To dx: ty(i) + s(ly(j),i): Next: Next    
  For j = 0 To dy
    For i = 0 To dx: ty(i) + s(ly(djj+j),i) - s(ly(j),i): Next
    tx=0:For i = 0 To dii-1: tx+ty(lx(i)): Next
    For i = 0 To dx: tx + ty(lx(dii+i)) - ty(lx(i) ): d(j,i) = tx / dij: Next
  Next
  CopyArray(d(),s())
  Next
EndProcedure

Procedure heightmap(Array t.w(2),rnd, dx.w, dy.w, Re.w)
  Protected i,j,ii,jj,n,d,dd,dx1=dx-1,dy1=dy-1,l,R, rr,dec
  
  RandomSeed(rnd)
  n = 1<<re
  dd=mini(dx,dy) / n: If dd<1:dd=1:EndIf
  Dim t.w(dy-1, dx-1)
  rr = $1fff:r=rr>>1
  For jj = 0 To dy/dd - 1:j=jj*dd: For ii = 0 To dx/dd - 1:i=ii*dd: t(j,i) = Random(rr) - R: Next: Next
  l = dd
  While dd > 1
    d = dd / 2
    For jj = 0 To dy/dd - 1  :j=jj*dd+d
      For ii = 0 To dx/dd - 1:i=ii*dd+d
        t(j,i) = (t((j - d) & dy1,(i - d) & dx1) + t((j - d) & dy1,(i + d) & dx1) + t((j + d) & dy1,(i + d) & dx1) + t((j + d) & dy1,(i - d) & dx1)) / 4 + Random(rr) - R
      Next
    Next
    For jj = 0 To dy/d - 1  :j=jj*d:dec=1- jj & 1
      For ii = 0 To dx/dd - 1:i=ii*dd+dec*d
        t(j,i) = (t(j,(i - d) & dx1) + t(j,(i + d) & dx1) + t((j - d) & dy1,i) + t((j + d) & dy1,i)) / 4 + Random(rr) - R
      Next
    Next
    l/2
    dd/2
    r/2:rr/2
  Wend 
EndProcedure

;######################################################################################################

Global lumnb,lum

Procedure texture(tex,dx,dy,rnd=0,f=0,lissage=0,embos=-1000,grad.s="0,$000000/1,$ffffff")
  Protected Dim t.w(0,0)
  Protected Dim bmp.l(dy-1,dx-1)
  Protected Dim grad.l(0):gradienttoarray(grad(),1024,grad,1)
  Protected i,j,n
  
  heightmap(t(),rnd,dx,dy,f)
  lisser2d(t(),lissage,lissage,2) 
  If embos<>-1000:embos(t(),embos,embos):EndIf
  t2norme(t(),0,1023)
  For j=0 To dy-1:For i=0 To dx-1:bmp(j,i)=grad(t(j,i)):Next:Next
  
  n=CreateTexture(tex,dx,dy)
  If tex=-1:tex=n:EndIf
  StartDrawing(TextureOutput(tex))
  CopyMemory(@bmp(0,0),DrawingBuffer(),dx*dy*4)
  StopDrawing()
  ProcedureReturn tex
EndProcedure

Procedure grotte(num=1)
  Protected i,j,k,ii,jj,is,js,di=128,di2=di/2,  dj=1024,  icolor,   lhm=128,lhm1=lhm-1,   ntile=16,brillance,   strate_grad.s,stadens
  Protected.f r,a,x,y,z,  sta,   liss,ampl, ray,rayam
  Protected.vector3 p1,p2,n,ni,dir,ddir,adir,diram,p,ap,rnd
  Dim hmr.w(0,0)
  Dim hms.w(0,0)
  Dim grads.l(0)
  Dim ligness.vector3(dj)
  Dim rayon.f(dj)
  Dim mtx.f(2,2)
   
  Select num
    Case 1
      texture(1,512,512,2,4,0,-1000,"0,$44aadd/0.7,$88eeff/1,$448888")
      brillance=$444444
      strate_grad="0,$000000/0.4,$004488/0.7,$888888/1,$888888"
      stadens=20
      liss=2
      ampl=0.8
    Case 2
      texture(1,512,512,1,2,1,9,"0,$99ccee / 0.5,$3388bb / 1,$112244")
      strate_grad="0,$664444/0.5,$004488/1,$888888"
      stadens=5
      liss=1
      ampl=0.6
    Case 3
      texture(1,512,512,0,7,1,-1000,"0,$004488/0.7,$4488ff/0.7,$224466/1,$4488cc")
      brillance=$222222
      strate_grad="0,$0088ff / 0.4,$2244aa / 0.6,$888888 / 1,$0066ff"
      liss=8
      ampl=0.9
  EndSelect
  
  lumnb=0
  MoveCamera(0,0,0,1,#PB_Absolute):CameraLookAt(0,0,0,2)
  
  RandomSeed(num)
  r=0.05
  vec3d(ddir,0,0,10)
  For j=0 To dj
    ray=ray+pom(1)-(ray-2)*0.01
    interpol(rayam,rayam,ray,0.01)
    rayon(j)=limite(rayam,1,3)
    
    vec3d(rnd,pom(1)-p\x*r,pom(1)-p\y*r,0.1)
    add3d(ddir,ddir,rnd):norme3d(ddir,rayon(j)*4)
    add3d(dir,dir,ddir)
    norme3d(dir,0.1)
    interpol3D(diram,diram,dir,0.05)
    add3d(p,p,diram)
    ligness(j)=p
  Next
  rayon(0)=0
  
  Dim t.svertex2(di,dj-1)
  
  ;texture paroie
  CreateMaterial(1,TextureID(1)):MaterialCullingMode(1,#PB_Material_NoCulling)
  SetMaterialColor(1, #PB_Material_SpecularColor,brillance ):MaterialShininess(1, 20)
  SetMaterialColor(1, #PB_Material_AmbientColor,-1)
  MaterialFilteringMode(1,#PB_Material_Anisotropic,4)
  SetMaterialColor(1, #PB_Material_AmbientColor,-1)
  ; relief
  heightmap(hmr(),5,lhm,lhm,1)
  lisser2d(hmr(),liss,liss,1)
  t2norme(hmr(),-1024,1024,"")
  ;strates
  heightmap(hms(),0,lhm,lhm,3)
  lisser2d(hms(),0,0,1)
  t2norme(hms(),0,1023,"")
  gradienttoarray(grads(),1024,strate_grad)
  
  For j=0 To dj-1
    adir=dir:sub3d(dir,ligness(j+1),ligness(j))
    defmatrot(dir,0,mtx(),0)
    For i=0 To di
      a=i/di*2*#PI
      ii=i & lhm1
      jj=j & lhm1
      r=rayon(j)*10*(1+hmr(ii,jj)/1024*ampl+pom(0.0))
      vec3d(p,0,-Cos(a)*r,Sin(a)*r)
      calcmatrot(p,p,mtx())
      add3d(p,p,ligness(j))
      is=(j*4) & lhm1
      js=Int(p\y*32) & lhm1
      icolor=grads(hms(is,js)) 
      If Random(1000)<stadens And Abs(i-di2)<16 And r>25:sta=pom(0.4)+0.4:icolor=$ffffff:Else:sta=0:EndIf  
      vec3d(t(i,j)\p,p\x,p\y-sta, p\z)
      vec2d(t(i,j)\uv,i/lhm*ntile,j/lhm*ntile)
      t(i,j)\color=icolor   
      If 1 And i=di2 And j & 127=64
        lumnb+1
        CreateLight(lumnb, $444444, p\x,p\y-0.5,p\z)
        SetLightColor(lumnb, #PB_Light_SpecularColor, $444444)
        LightAttenuation(lumnb, rayon(j)*15,0.5)
        HideLight(lumnb,1-lum)
      EndIf
    Next
  Next

  createsurface(1,t())
  CreateEntity(1,MeshID(1),MaterialID(1))
  
EndProcedure

Procedure affiche3d()
  Static.f MouseX,Mousey,keyx,keyy,keyz,a,  fdf
  Protected i,event,transit=200
  
  Repeat
    event=WindowEvent()  
    ExamineMouse()
    MouseX = -MouseDeltaX() *  0.05
    MouseY = -MouseDeltaY() *  0.05
    ExamineKeyboard()
    keyx=(-Bool(KeyboardPushed(#PB_Key_Left)<>0)+Bool(KeyboardPushed(#PB_Key_Right)<>0))*0.02
    keyz=(-Bool(KeyboardPushed(#PB_Key_Down)<>0)+Bool(KeyboardPushed(#PB_Key_Up   )<>0))*0.02+MouseWheel()*2
    If KeyboardReleased(#PB_Key_F1):grotte(1):EndIf
    If KeyboardReleased(#PB_Key_F2):grotte(2):EndIf
    If KeyboardReleased(#PB_Key_F3):grotte(3):EndIf
    If KeyboardReleased(#PB_Key_F11):lum=1-lum:HideLight(0,lum):For i=1 To lumnb:HideLight(i,1-lum):Next:EndIf
    If KeyboardReleased(#PB_Key_F12):fdf=1-fdf:If fdf:CameraRenderMode(0,#PB_Camera_Wireframe):Else:CameraRenderMode(0,#PB_Camera_Textured):EndIf:EndIf
    RotateCamera(0, MouseY, MouseX, 0, #PB_Relative):MoveCamera  (0, KeyX, 0, -keyz) :MoveCamera(0,CameraX(0),maxi(CameraY(0),-2.9),CameraZ(0),#PB_Absolute) 
    MoveLight(0,CameraX(0),CameraY(0),CameraZ(0),#PB_Absolute):LightDirection(0,CameraDirectionX(0),CameraDirectionY(0),CameraDirectionZ(0))
    RenderWorld()
    DisplayTransparentSprite(0,8,8)
    FlipBuffers()
  Until event=#PB_Event_CloseWindow  Or KeyboardPushed(#PB_Key_Escape)
EndProcedure

Procedure menu()
  Protected p=8
  Macro DT(t1,t2)
    DrawText(8,p,t1)
    DrawText(100,p,t2)
    p+22
  EndMacro
  CreateSprite(0,220,190,#PB_Sprite_AlphaBlending)
  StartDrawing(SpriteOutput(0))
  DrawingMode(#PB_2DDrawing_AllChannels)
  DrawingFont(FontID(0))
  Box(0,0,220,190,$44000000)
  DrawingMode(#PB_2DDrawing_AllChannels|#PB_2DDrawing_Outlined)
  Box(0,0,220,190,$ffffffff)
  BackColor($44000000)
  FrontColor($ffffffff)
  dt("Moving:","")
  dt("Cursor + Mouse","")
  dt("","")
  dt("Controls:","")
  dt("[F1]->[F3]","Select cave")
  dt("[F11]","Light on/off")
  dt("[F12]","Wireframe")
  dt("[Esc]","Quit")
  StopDrawing()
EndProcedure

Procedure main()
  Protected i,ex,ey,r.f=1
  ExamineDesktops()
  ex=DesktopWidth(0)
  ey=DesktopHeight(0)
  
  InitKeyboard():InitMouse():InitEngine3D():InitSprite() 
  OpenWindow(0,0,0,ex*r,ey*r,"",#PB_Window_BorderLess|#PB_Window_ScreenCentered)
  OpenWindowedScreen(WindowID(0), 0, 0, WindowWidth(0),WindowHeight(0))
  LoadFont(0,"arial",14)
  menu()
  ;-------------------- scene
  CreateLight(0, $444444, 100, 100, 0,#PB_Light_Spot):SetLightColor(0, #PB_Light_SpecularColor, $444444):SpotLightRange(0, 0, 80,2):LightAttenuation(0, 100,0)
  AmbientColor($444444)
  CreateCamera(0, 0, 0, 100, 100)
  CameraBackColor(0,$ff8888)
  CameraRange(0,0,100000)
  CameraLookAt(0, 0, 0, 1)
  
  grotte()
  ;eau
  texture(2,256,256,0,4,0,-1000,"0,$aa226644/1,$aa000000")
  CreateMaterial(2,TextureID(2))
  SetMaterialColor(2, #PB_Material_SpecularColor, $ffffff):MaterialShininess(2, 5)
  SetMaterialAttribute(2,#PB_Material_EnvironmentMap,#PB_Material_ReflectionMap)
  MaterialBlendingMode(2,#PB_Material_AlphaBlend)
  CreatePlane(2,25,100,64,256,1,1)
  CreateEntity(2,MeshID(2),MaterialID(2),0,-3,50)
  affiche3d()
EndProcedure
  
main()

Re: demo 3d - grotte

Publié : mar. 27/mars/2018 20:29
par SPH
Jolie coloscopie :mrgreen:

Re: demo 3d - grotte

Publié : mar. 27/mars/2018 21:14
par Ar-S
Sympa ! ma préférence va à la seconde.
@SPH =>t'es con :mrgreen: (mais j'avoue j'ai rigolé :oops: )

Re: demo 3d - grotte

Publié : mer. 28/mars/2018 23:52
par JohnJohnsonSHERMAN
Trés impressionant ! 8)

Re: demo 3d - grotte

Publié : jeu. 29/mars/2018 5:58
par kernadec
Bjr guillot
Felcitations pour cet exemplel, je remarque surtout que tu est tres doué pour
La manipulation des effects 3D de plus c est vraiment tres chouette de montrer
les qualites de PureBasic avec ogre..
Je suis admiratif de ton travail :)
Cordialement

Re: demo 3d - grotte

Publié : jeu. 29/mars/2018 6:34
par Micoute
Il n'y a rien à redire à part que c'est très bien réussi, ça a du bon d'être jeune et j'aimerais en faire autant.

Re: demo 3d - grotte

Publié : jeu. 29/mars/2018 8:52
par Guillot
salut les gars,

merci pour vos remarques
dommage que si peu de personne ne se penche sur la 3d avec pb, c'est passionnant de se creer son petit univers
il est vrai que la doc sur le sujet, est à mon avis le point faible de pb (beaucoup d’imprécisions et d'erreur)
mais on est quelques uns sur le forum a pouvoir aider

@ Micoute : pas si jeune, j'ai appris à programmer sur ZX spectrum !!

Re: demo 3d - grotte

Publié : jeu. 29/mars/2018 21:03
par venom
Impressionnant bravo






@++

Re: demo 3d - grotte

Publié : sam. 31/mars/2018 18:16
par Kwai chang caine
Splendid comme dab, merci 8)

Re: demo 3d - grotte

Publié : dim. 27/mai/2018 11:31
par LionFauve
Très Bien Fait !
Bravo!
Tester sur Purebasic 5.62 64Bits

Re: demo 3d - grotte

Publié : dim. 27/mai/2018 11:52
par falsam
Bienvenu LionFauve :wink: