Thursday, September 25, 2014
Lighthouse: The Dark Being, Lightwave 3D, and Lightwave 3D Group + Quake 3 Arena The End
Lighthouse: The Dark Being - 1996 - Sierra On-Line - ENGINE/SCUMMVM - SOME PARTS DEVELOPED ON AMIGA, ONLY RELEASED TO DOS/WINDOWS BUT NEVERTHELESS PLAYABLE ALSO ON AMIGA --> LINK LINK
About: Adventure game similar to Myst that in my opinion is even better. Problems is focused on careful observation, clue-gathering, and manipulation of the environments.
LightWave 3D Group
EMBEDDED VIDS: Lighthouse: The Dark Being (many vids) 3.5 ESSENTIALS PART 1 ESSENTIALS PART 2 11.5 CG Water Tutorial Quake 3 Arena The End
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3D
ReplyDeletehttps://en.wikipedia.org/wiki/Isometric_graphics_in_video_games_and_pixel_art
https://en.wikipedia.org/wiki/Perspective_(graphical)
To carry out these basic examples about linear perspective I have used a tool that I find very useful for learning the linear perspective. Such a tool is just one of the many video games in three dimensions that exist today, that through a three-dimensional graphics engine has the ability to generate complex linear perspectives in real time and in an accurate way.
Before beginning, we have to learn a couple of key concepts about linear perspective:
All lines vanishing at the same point are parallel.
We call horizontal lines those vanishing on the horizon, and vertical lines those that are perpendicular to the horizontal ones. It also can be defined the vertical lines as those that target the center of the earth, that is, as the line that forms the string of a plumb-line.
In these images, the blue line represents the horizon and the aquamarine circle in the center, the point of view of the observer. Let's go with the first example:
Here we look at a window in a totally front way. As we have our eyes focused on the horizon, the verticals are kept parallel, and therefore not vanishing in any point.
http://freevst.x10.mx/tallerdedibujoypintura/perspectiva/rtcw/001.jpg
Now we look a little upwards. We see that the verticals converge into the sky, towards a vanishing point located above our head - the zenith -.
http://freevst.x10.mx/tallerdedibujoypintura/perspectiva/rtcw/002.jpg
And the opposite case. We look down and the verticals converge on to the ground, towards a vanishing point located beneath our feet - the nadir -.
http://freevst.x10.mx/tallerdedibujoypintura/perspectiva/rtcw/003.jpg
Now an example of frontal or parallel perspective. It is characterized by having a single vanishing point, which lies on the horizon and that will always match our view point.
http://freevst.x10.mx/tallerdedibujoypintura/perspectiva/rtcw/004.jpg
Now we see an example with two vanishing points. These two vanishing points are located on the horizon. As we also have our view point on the horizon, the verticals do not converge.
http://freevst.x10.mx/tallerdedibujoypintura/perspectiva/rtcw/005.jpg
And here we have an example with three vanishing points, and now we look up above and see that the verticals have now become convergent. The following image shows the opposite case, when looking down.
http://freevst.x10.mx/tallerdedibujoypintura/perspectiva/rtcw/006.jpg
http://freevst.x10.mx/tallerdedibujoypintura/perspectiva/rtcw/007.jpg
And finally, look where the sides of the staircase converge. The left wall converges on the horizon as it is horizontal, while the sides of the staircase, being inclined, converge at a point located above the horizon. In case they were inclined downwards, they would converge towards a point located below the horizon.
http://freevst.x10.mx/tallerdedibujoypintura/perspectiva/rtcw/008.jpg
LINEAR PERSPECTIVE TUTORIALS
ReplyDeleteIf you want to deepen in the study of linear perspective, or want information on a topic, follow the links ->http://freevst.x10.mx/tallerdedibujoypintura/english/...<- below.
perspective.htm :: Basic linear perspective
Theory of linear perspective, explained in a simple way: vanishing points, vanishing lines, view point and horizon.
perspective_01.htm :: Introduction to linear perspective
Fundamental theory of linear perspective: points, lines, planes and horizon.
perspective_02.htm :: Perspective of the square
Representation of the perspective of the square, with one and with two vanishing points, and study of the distortion produced in the squares that are beyond the vision limits.
perspective_03.htm :: The inclined board
Representation of the inclined board, a surface that vanishes under the feet of the observer.
perspective_04.htm :: Perspective of the cube
Representation of the perspective of the cube with one, two and three vanishing points.
perspective_05.htm :: Inclined planes
Representation of planes that do not vanish in the horizon, due to their inclination.
perspective_06.htm :: Encasing
How to use simple figures represented in perspective to obtain the representation in perspective of more complex figures.
perspective_07.htm :: Subdivisions
How to divide a surface into parts following the laws of perspective.
perspective_08.htm :: Equidistance
How to represent stretches of equal distance following the laws of perspective.
perspective_09.htm :: Measurable perspective
Methods for representing objects in perspective, endowing them with concrete dimensions.
perspective_10.htm :: Spherical perspective
Study about spherical perspective and its differences regarding conventional perspective.
perspective_11.htm :: Shadows
Methods for representing the shadows projected by objects with a correct perspective.
perspective_12.htm :: Reflection
Methods for correctly represent the mirrored image of the objects represented in perspective.
Both different interlacing and smoothing technologies to all kinds of existing Amiga standards (both ecs/ocs/aga/enhanced aga or even *.
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TESTING
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