GreatLor wrote:
Thanks for your extensive explenation Sidewinder, however its RELLY hard to grasp the point of the system (the matrix that is), maybe I'll have easier understanding when I need a more sophisticated way to say, rotate the object not just around the local and absolute axii, but also around a arbitrary axis, whose algorithms I vill do soon.
So basically my brain finds mathemtical problems that are unpractical to my experiments distgusting ( :-( ), I dont know I've been like this as long as I can remember, only when I need to solve that problem in order to get something actually practical out of it, only then my interest awakes.
Hrm. Whether you like it or not, fiddling with 3D in a computer involves a lot of math. In the good old days you could take shortcuts since you knew objects would be simple, and camera paths were hardcoded. That is a big nono now. If you do follow the ancient ways you get that rather nasty sounding tale you wrote about hardwiring shifts into numbers for quick multiplications. It may get the job done, but it will be hell to extend to other applications, much less explaining what you did to other people. Speaking for myself, I have mostly always next to no clue what you are trying to achieve.
Personally, I think you should for just this one time bite the bullet, and get down and dirty with matrix math and its application to 3D rendering
before even writing a single letter of AMOS, much less assembly. In other words, switch off your Amiga, hop down to your local book store, and buy a book on 3D games programming, or applied maths for games programmers. They are terrific manuals, I've had them in my hands many times, and wondered why we never got this type of math in high school. Then write a few simple routines in AMOS to make sure you understand what you want the computer to calculate, and only then switch to assembly.
You cannot pick and mix with the maths in this subject: even if you know you can take shortcuts, you still have to know their details at heart. Jumping straight in also makes it very hard for us to help you with problems. And considering that 3D is
not easy...