Thanks Brent! I'll take a look at Billboard and working with a
strategy to get all my animation frames into a single image.
Do you have any example code for this? I think I understand where you
are going with this, but I'm not about to take anything for granted with
the 3D stuff. :)
Thanks!
Nick
On Mon, 2004-11-22 at 11:29 -0600, Neef, Brent T. wrote:
> Here is an approach that I have used.
>
> Your environment will be 3D tiles and you will be looking down at a given
> angle upon your map. Buildings will be 3D.
>
> But items such as trees/lamps/grass/etc.. are non animated 2D billboard
> objects.
>
> Create billboard objects for your 2D sprites. You will need to store your
> animations in one(or more) textures. What you need to create is a method to
> cycle through the frames. This can be done by applying multiple textures
> for each frame(highly inefficent), or what I would recommend is to use the
> fewer textures per sprite and sub section the textures for each frame. Then
> what you are essentially doing is updating the texture coordinates between
> frames. I go to the next frame during the AnimBehavior class.
>
> Each Animated Object, I have a series UV coordinates for a texture that
> define the frames within an animation. As you cycle through the series and
> update your UV coordinates you get your animated 2D sprite effect.
>
> For Characters you need to determine which way they are facing. This will
> determine which angle you are animating as you rotate around the character.
> You most likely have 4 or more equivalent animation variations. Two for if
> you are at the front right or left of a character and two for right and back
> of the character.
>
> Hope this helps.
>
>
>
>
> -----Original Message-----
> From: Nicholas Pappas [mailto:[EMAIL PROTECTED]
> Sent: Monday, November 22, 2004 12:07 AM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Drawing 2D Graphics on Canvas3D -- with collision
> detection
>
>
> Hello all!
>
> I am currently working on a small game engine to create a 3D tile map w/
> 2D sprites on top.
>
> My first issue is getting the 2D sprites on the Canvas3D (the seamingly
> holy grail). I have found code for one solution by overloading the
> postRender() function in Canvas3D. This works for simple static
> graphics, but I will have many 2D sprites moving about -- likely without
> the user interacting with the 3D space at times. So I'm not sure that
> the postRender() overload is a viable solution for me.
>
> After the Canvas3D has loaded, how can I display 2D sprites which can
> animate and move over the map in the most effective way?
>
> My second problem is, once I have the first solved, I need to handle
> collision detection between these 2D sprites and the 3D map. Does anyone
> have any suggestions on how I can handle this detection between the two
> graphic types?
>
> Thank you so much for any help!!
>
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