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  3D Sprites with Java2D ??  (Read 2676 times)
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Offline NewOnJava

Junior Member




1970 born Java game hobbyer.


« Posted 2010-04-15 00:23:15 »

Hello!

My 3D game area holds polygons and scaled BufferedImage 3D sprites.

Im currently planning to create my objects with Blender, objects hold only shaded/colored polygons no textures.
If i build an wwii time polygon Spitfire with Blender, then how i should build a sprite sheet for every 3D angle of spitfire and how many angles i need for xyz ??

-----

Thanks..
Offline lhkbob

JGO Knight


Medals: 32



« Reply #1 - Posted 2010-04-19 16:26:47 »

You would want something that takes renderings of the model from many different angles.  One way to do this might be with spherical coordinates to evenly split up the areas by certain degrees to choose where to render from.  Or you might already know which angles you need and just use those.  If you're using Blender, you could probably write a python script that automated it from within Blender and you wouldn't have to worry about loading models into some java program.

Offline Wildern

Junior Member





« Reply #2 - Posted 2010-04-20 00:26:23 »

In Blender, you can set up an animation timeline to go through your rotations and then render all the frames.  You then pull the renders into Photoshop or Gimp and remove the background.
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Offline NewOnJava

Junior Member




1970 born Java game hobbyer.


« Reply #3 - Posted 2010-04-20 10:07:08 »

3DSprites!

I have here link to my Java2D chessboard, chessboard has 2D sprites on, and few white horses floating over the board too.

chessboard -> http://88.192.212.114  my link is not 24h.

I want to build an Java2D engine for polygons and scaled sprite2d and scaled sprite3d, my polygon and scaled sprite2d codes are almost ready,
i now only need few words for scaled sprite3d routines, if i build an object with blender, maybe this wwii time spitfire, what i mentioned
earlier, im sorry for my English, i may need few ways to build an sprite sheet from this blender object.

I think this way ->

1)
Blender object "spitfire" is ready and saved as an .directx file.

2)
I need to build an .directx file loader.
I only will use Java2D, so i only need color and polygons.

3)
I need Java2D 3D engine.
I have my chessboard on my link, made with my 3d engine, which i think is enough for my spitfire too.

4)
I need sphere type array for angles of blender object.

5)
I draw every angle of my spitfire for my bufferedimages.
I dont yet know how many bufferedimages i should use for my 3d sprites, maybe some what of 64-96-128-??? ?

6)
I next need help with math.
how i should calculate the right 3d sprite from bufferedimages, when my sprite is on my 3d area.
There must be some math for this too ??

7)
I then just use my ready engine with my projects.

Well, when i writed it down it looks quite an ease task.

I remember Amiga and AtariST game "Battlehawks of Pacific ??" from somewhere late '80s or early '90s.
"Battlehawks of Pacific ??" used this way 3d sprites to create aireal battles between american navy and imperial japanese navy at ww2.

If you checked that chessboard demo at the top of my message you get the idea of what im planning to my site, i think a ww2 time
game over british channel would be nice, i really would presiede every detail what you may have to share for my 3d project,
i have really almost zero  experiense on 3D games, and when im only planning to use Java2D then this is a bit more complex to accomplish.

-----

Thanks..
Offline DzzD
« Reply #4 - Posted 2010-04-20 12:11:02 »

you should add the fllowinf parameter to your applet so it wont blink when IE browser is resized : 

1  
<PARAM name="java_arguments" value="-Dsun.awt.noerasebackground=true">

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