Hello

On Monday 22 November 2004 15:47, Nicholas Pappas wrote:
>         My map is a 3D tile map which is looked at in the 3rd person; the
> player's sprite sits in the middle of the screen.  The user can spin the
> scene around their sprite, and can alter the angle of view some

Most of your problems can be solved quite easily:

You have a flat map (the ground G) and stuff (S) standing on it. You are 
looking at  the user-sprite U. Some element make up the GUI. Try this 
Scenegraph:

Local => BG => TG => G
                               \=> TG_S1 => TG_S2  => S
                               \=> TG_U1 => TG_U2 => U

Viewplatform => TG => GUI

and move the viewplatform to point at U. (TG_S => TransformGroups for stuff, 
TG_U => User)

TG_?1 does the translation (So since the User is always in the middle and a 
bit above the ground, TG_U1 just modifies Z a bit.... you get the idea ?)

For rotating => rotate the Viewplatform, not G. That way S and U get rotated 
too. If you don't want to have a upside-down User-icon => use TG_U2 to rotate 
it back to upside-up (same angle but inverted)

No problem with rotating
No problem with scaling while rotating
No problem with scaling while rotating

For zooming: move the viewplatform
No problem with "scaling" for zomming.


>         Another reason for the 2D graphics would be to draw stats, game
> time, buttons, and a chat window onto the screen so the user can interact
> with the game.

Put that stuff into the GUI-Group.

>         I remember the author of a pool game mentioning something about a
> "2D layer", which might do what I want. 

the 2D-Layer is OK for a GUI, but not for the stuff ....

>         http://cazapool3d.sourceforge.net/cazapooljws/Pool.html

Have you tried this link:
http://membres.lycos.fr/franckcalzada/Billard3D/Pool.html

cu

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