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!! > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". > =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
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