Wick3d update: BSP sorting

After some developments in Papervision3D and Alternativa3D, I decided to try to tackle BSP sorting myself (yeah yeah, months after everyone else did :p). It gets rid of those typical annoying z-sorting anomalies, and allows for intersecting objects to be rendered flawlessly. However, due to the cpu-intensity of building the initial bsp tree, it can only be applied on static scenes. I haven’t yet built in support for movable or animated objects inside the 3D world. The current implementation will probably change a lot, but as this is mainly a self-study project, it’ll do for now ;)

Check out the demo, and check the source. The cubes are generated randomly, so performance may vary from time to time, due to the BSP tree. But note how, even tho intersecting, all triangles are rendered in the correct order. And please, forgive the uglyness of the demo. The Wick3d source can still be found on Google Code.

The past few weeks have also seen some bugfixes (the matrix invert function was warped causing the camera to behave oddly) and some refactors. And more importantly, there now is a DisplayObjectMaterial which is interactive. It’s probably very buggy tho, I haven’t had time to test it thoroughly, and it’s not one of my favourite aspects of a 3D engine (creating it, that is, I love using it ;) ).

Finally, I recently got back from Flash on the Beach ’08 (thanks to Nascom for sending us). Because Sakri already wrote a pretty accurate article on the time we had there, just check out his post at the Nascom blog. We had a great time, and some good opportunities to chat and have beers with some flash heroes and like-minded people. Needless to say, I came home stoked and full of inspiration!

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