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Author Topic: how to code my own lightwave for amiga  (Read 1359 times)

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Offline rednovaTopic starter

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how to code my own lightwave for amiga
« on: November 04, 2007, 11:52:21 PM »
Dear friends:

I have been using lightwave for many years (3d/animation).
I can only code in amos pro. I would like to learn how to code my own lightwave for amiga. I guess I will have to learn amiga 'C' to be able to do this. what do you suggest I get to teach myself this? What C compiler/editor? what books do I need to learn this, to learn to code 3d tools for amiga? is there everything I need available?
Pls answer...and thank you,

rednova
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Offline SamuraiCrow

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Re: how to code my own lightwave for amiga
« Reply #1 on: November 05, 2007, 12:05:05 AM »
I'm sorry Rednova, you need more than just a faster and more powerful compiler.  You need to know enough matrix math (linear algebra) to be able to calculate the reflections and refractions of every single light wave whose resultant ends up projecting out of a plane (your screen, for example).

With your art background, I doubt you'd be able to handle it.  I have had linear algebra in college and barely made it through with a C.  I know I can't handle it and I do know C programming quite well.

Perhaps your time would be better spent learning how to program for OpenGL 3d applications on your PC so that when Mesa comes out for AmigaOS 4 you can use that effectively.

Also, one of the best free applications for 3d modelling is called Blender.  It's difficult to use but has already been ported to MorphOS and AmigaOS 4.  If you learn to program in Python (which is much easier than C, by the way) you can modify it for your uses.

Good luck with your programming projects,
--Sam
 

Offline Pyromania

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Re: how to code my own lightwave for amiga
« Reply #2 on: November 05, 2007, 12:21:09 AM »
@rednova

You could start by coding Aladdin 4D plug-ins. It supports the Video Toaster Flyer.


:)
 

Offline Rob

Re: how to code my own lightwave for amiga
« Reply #3 on: November 05, 2007, 12:22:21 AM »
It may be worth having a look through the books section on gamedev.net.