# 3D Vertex Rotation

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• After speed optimizing it, I'll throw the next challenge: make it so that it renders it with PERSPECTIVE >:D

• After speed optimizing it, I'll throw the next challenge: make it so that it renders it with PERSPECTIVE >:D

It's coming, as soon as I can figure up the distance between a vertex and the camera.

• when you get this to draw wire frame you should implement some perspective by calculating z depth from camera and making appropriate adjustments and i have a question, how are you so awesome? i m just thinking about all the sweet games i could make with this awwwwww, and shrinking the blue point to a pixel looks much nicer, maybe just subdivide your model 2-3 times for now, itl make the shape way more readable,

• when you get this to draw wire frame you should implement some perspective by calculating z depth from camera and making appropriate adjustments and i have a question, how are you so awesome? i m just thinking about all the sweet games i could make with this awwwwww, and shrinking the blue point to a pixel looks much nicer, maybe just subdivide your model 2-3 times for now, itl make the shape way more readable,

I am just naturally awesome.

Anyways, it appears that there's no real way to speed up wire-frame drawing. When you're having to loop through each vertex three times each each frame, it just gets bogged down. Perspective will hopefully happen at some point, but the math is really a pain in the butt and I'm having trouble with it at the moment.

• Okay, so apparently I lied about being unable to speed it up and now I feel stupid. All I had to do was store each face in its own object and give it the locations of the vertices that connect to make the face. Then I send those numbers through the same math I use for rotating the vertices. Boom! Fast wireframe. Although, it's not so fast that I would go ridiculous with it. I wouldn't recommend taking it above 400 vertices/faces or it won't run well for some people. Anyways, here it is:

Fast Wire-Frame Drawing

Sorry that there's still no perspective, but I think I'll leave that up to someone else to figure out.

• Most impressive (all examples.)

<img src="http://oyleractionphotos.com/images/Freak.jpg">

and I mean that in the most endearing way!

~Sol

• wow, you should draw faces in now!, using distortion like i did in my perspective drawer!!!

• Thanks for the comments again, everybody!

• this really shows there should be a 3d mesh object, with all the pitch yaw roll functions of the box, but a "load mesh" feature, i mean, cmon youve made one within the program! and its taking no control from the GPU. ontop of load mesh later on we could give it texture "diffuse" and mapping coords which are also loaded in.

i know 3d isnt like sprites, but the ability to just load meshes like youre doing here would be great and unlock alot of creativity, a simple crossection of the shape could be used for collisions, just like the 3d box

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stephen1980

• Sure thing.

3D Wireframe

• Very nice. I didn't know someone had tried this. I tried a similar thing but with a sprite distort map a few weeks ago but my 3D math skills were limited to some small testers I did many moons ago in Delphi while following the excellent Denthor's Asphyxia tutorials.

But you could create a sprite that's just a single pixel line and use that to draw the wireframe instead of relying on the slow canvas. I had a go in the short time I had but I was unsuccessful.

• Aaah! Where are all the links?

• - Gone forever. This thread is over four years old, and the hard drive I had this stored on appears to be dead.