Author Topic: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender  (Read 352 times)

daydreamer

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #15 on: June 14, 2018, 07:08:37 PM »
Please post it

All right, download from here.
It includes as sample the sphere .obj file obtained from Blender.
thanks

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Nick  :  When you give up your dream, you die.

Siekmanski

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #16 on: June 14, 2018, 11:13:40 PM »
Hi AW,

Do you mean a vertex triangle list which have many equal vertices? ( connected to their neighbors triangles )
If so, make a copy of the vertex triangle list and remove all equal vertices except 1 and assign an index number to it.
loop thru the original triangle list and find the corresponding 3 index numbers per triangle and put them in an index buffer.
Creative coders use backward thinking techniques as their strategy.

daydreamer

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #17 on: June 15, 2018, 12:21:30 AM »
I am talking about a complex model like a car, that has tires, doors, windshields, etc. When I export it from Blender it will be in the form of a group of objects.
if you want to make a fullfledged .obj fileimporter you might to read .mtl files too,it get exported together with .obj files for several different materials assigned in 3dmodel program,but maybe better than have textures hardcoded inside game program when it becomes large
Quote from Flashdance
Nick  :  When you give up your dream, you die.

AW

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #18 on: June 15, 2018, 03:25:18 AM »
Hi AW,

Do you mean a vertex triangle list which have many equal vertices? ( connected to their neighbors triangles )
If so, make a copy of the vertex triangle list and remove all equal vertices except 1 and assign an index number to it.
loop thru the original triangle list and find the corresponding 3 index numbers per triangle and put them in an index buffer.
YES! That's it.

AW

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #19 on: June 15, 2018, 03:28:09 AM »
if you want to make a fullfledged .obj fileimporter you might to read .mtl files too,it get exported together with .obj files for several different materials assigned in 3dmodel program,but maybe better than have textures hardcoded inside game program when it becomes large
I really don't want, but I may be forced to. Alternatively there some "deprecated" functions to convert .obj to the "deprecated" .x format.

Raistlin

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #20 on: June 15, 2018, 03:46:41 AM »
If anyone remembers the wife (Draakie) did a
3DS loader some time ago. Can't seem to find
it on the old forum (help = --hutch?)
It had some interesting code.
Maybe a universal loader is around the corner.  :t
Are you pondering what I'm pondering? It's time to take over the world ! - let's use ASSEMBLY...

jj2007

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #21 on: June 15, 2018, 03:56:46 AM »
If anyone remembers the wife (Draakie) did a
3DS loader some time ago. Can't seem to find
it on the old forum (help = --hutch?)
It had some interesting code.
Maybe a universal loader is around the corner.  :t

We do remember Draakie :biggrin:
http://www.masmforum.com/board/index.php?topic=10318.0

Attachment deleted by admin. But I remember that Hutch posted a fat zip archive with lots of the deleted attachments.

Raistlin

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #22 on: June 15, 2018, 04:28:29 AM »
Sheesh she can over-comment (Just between us) @ jj2007

[I truely hope she doesn't see this] Anyhow,
it would be nice if we knew which post
on the old forum belonged to which codelet.
@hutch - do you still have an image with all?
« Last Edit: June 15, 2018, 06:38:38 AM by Raistlin »
Are you pondering what I'm pondering? It's time to take over the world ! - let's use ASSEMBLY...

Caché GB

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Raistlin

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #24 on: June 15, 2018, 05:21:05 AM »
@Cache-GB: Dis nogal nat hierso - die Kaap van storms.
Lyk my die droogte is amper oor.  :t

Thanks for the links. Unfortunately I don't see the wife's
code. It must be there someplace. She was on & on about
recursive algorithms at the time. I was sceptic. :eusa_boohoo:

Don't get me wrong - she is still the best non-KF (internal joke)
debugger I know. But she is more into management practice
these days.

Anyhow, hope to find her old code & critique her on it :P
Are you pondering what I'm pondering? It's time to take over the world ! - let's use ASSEMBLY...

Caché GB

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #25 on: June 16, 2018, 05:02:28 PM »
Hi Raistlin, gister het ek die ou forum deurgesoek, maar niks van die ontwykende 3DS model loader gevind nie.
Mense naam hulle zip files nie mooi nie. Die ou forum is beslis 'n skatkis. Ek het gehoor die load shedding het
weer begin. Oy vey.

Siekmanski

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #26 on: June 16, 2018, 07:20:59 PM »
Here is my version of a 3DS loader routine.
Based on the 2 included 3DS info text files.
And an executable to show the routine.
Creative coders use backward thinking techniques as their strategy.

Caché GB

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #27 on: June 16, 2018, 07:50:45 PM »
Thanks a lot Siekmanski.

By the way, I am very upset that Oranje is not in the WC. Now I will just have to root for an underdog. Maybe Uruguay.

Siekmanski

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #28 on: June 16, 2018, 08:05:59 PM »
Thanks a lot Siekmanski.

By the way, I am very upset that Oranje is not in the WC. Now I will just have to root for an underdog. Maybe Uruguay.

They didn't deserve to enter the WC.
This Dutch generation of footballers think they are the sons of god.
They are just spoiled and arrogant.  :icon13:

Thought you were from South Africa, or are you Dutch?
Creative coders use backward thinking techniques as their strategy.

Caché GB

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Re: 64-bit DirectX 11 - Part 3 - Planets and Asteroid / Blender
« Reply #29 on: June 16, 2018, 08:23:16 PM »
The Dutch footballers impressed me in 2010 WC. They played dam well.
« Last Edit: June 16, 2018, 10:15:21 PM by Caché GB »