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Found #10 items in 3d category
Gouraud Shaded Torus - Blitz Basic 2D Port
By: Kevin Picone Added: January 7th, 2023
Category: All ,3D ,Gouraud ,Torus ,BlitzBASIC
3D Gouraud Shaded Torus - 14th March 2022
This example rendering spinning gouraud shaded torus in 3D, purely in software. The code is translation of an old Blitz BASIC program that was converted and tweaked to run in PlayBasic.
Note: Download attachment for the FULL code it's too big for a snippet
VIDEO
; PROJECT : 3d_v2_Torus_PB_Version
; AUTHOR : Paul Rene J?rgensen & Kev Picone
; CREATED : 12/03/2022
; EDITED : 14/03/2022
; ---------------------------------------------------------------------
;--------------------------------------------------------------------------------
#include "BlitzWrapper.pba"
;--------------------------------------------------------------------------------
; 3d
;
; Author : Paul Rene J?rgensen, <>
; Last update : 20. February, 2001
;
; 9 Muls rotator, Mergesort, Gourad shader,
; Backface-culling, Vector based lightsource
Global numvertex,numpoly
Global width= 640
Global height= 480
BB_Graphics width,height,32 ,2
BB_AppTitle( "Gourad shading" )
BB_SetBuffer BB_BackBuffer()
Dim xpos( height,2 )
Dim zpos( height,2 )
Dim rpos( height,2 )
Dim gpos( height,2 )
Dim bpos( height,2 )
Type tlightsource
x,y,z
EndType
Type tvertex
x,y,z
xr,yr,zr
nx,ny,nz
nxr,nyr,nzr
x2d,y2d
EndType
Type tpoly
v0,v1,v2,v3
order
EndType
Restore MyObject
numvertex = Readdata ()
numpoly = ReadData ()
Dim zcenter( numpoly)
Dim zworking( numpoly)
Dim ordertable( numpoly)
Dim oworking( numpoly)
Restore coords
Dim vertex( numvertex) as tvertex
For n= 0 To numvertex- 1
vertex( n) = New tvertex
vertex( n) .x = Readdata ()
vertex( n) .y= Readdata ()
vertex( n) .z= Readdata ()
Next
Restore pnorms
For n= 0 To numvertex- 1
vertex( n) .nx = Readdata ()
vertex( n) .ny = Readdata ()
vertex( n) .nz = Readdata ()
Next
Restore polys
Dim poly( numpoly) as tpoly
For n= 0 To numpoly- 1
poly( n) = New tpoly
; BB_Read dum,dum
dum = Readdata ()
dum = Readdata ()
poly( n) .v0 = Readdata ()
poly( n) .v1 = Readdata ()
poly( n) .v2 = Readdata ()
poly( n) .v3 = Readdata ()
Next
Dim lightsource( 2 ) as tlightsource
lightsource( 0 ) = New tlightsource
lightsource( 0 ) .x= 256
lightsource( 0 ) .y= 256
lightsource( 0 ) .z= - 256
x_angle= 0
y_angle= 0
z_angle= 0
;setfps 31.7
global RenderMethod = 0
While Not BB_KeyDown( 1 )
if enterKey ()
RenderMethod++
if RenderMethod> 2 then RenderMethod= 0
flushkeys
endif
select RenderMethod
case 0
Render_Method_Name$ = "fastDot inner loop"
case 1
Render_Method_Name$ = "gouraud strip inner loop"
case 2
Render_Method_Name$ = "gouraud triangle"
endselect
rotate_transform_vertices( x_angle,y_angle,z_angle)
sort_polys()
BB_Cls()
draw_polys()
; draw_vertices()
lfps= ( 1000 / ( BB_MilliSecs() - t) )
t= BB_MilliSecs()
Text 10 ,10 ,"Current FPS : " + str$ ( lfps)
Text 10 ,30 ,"Highest FPS : " + str$ ( hfps)
Text 10 ,40 ,"Average FPS : " + str$ ( afps#)
Text 10 ,50 ," Lowest FPS : " + str$ ( lfps)
Text 10 ,60 ," Render : " + Render_Method_Name$
Text 210 ,10 ," Points : " + str$ ( numvertex)
Text 210 ,20 ,"Polygons : " + str$ ( numpoly)
If hfps= 0 Then hfps= lfps
If lfps= 0 Then lfps= lfps
If afps#= 0 Then afps#= lfps : afpscount= 1
If lfps> hfps Then hfps= lfps
If lfps< lfps Then lfps= lfps
afps#= ( ( afps#* afpscount) + lfps) / ( afpscount+ 1 )
afpscount= afpscount+ 1
BB_Flip()
x_angle= x_angle+ 1
y_angle= y_angle+ 2
z_angle= z_angle+ 4
If x_angle> 360 Then x_angle= x_angle- 360
If y_angle> 360 Then y_angle= y_angle- 360
If z_angle> 360 Then z_angle= z_angle- 360
if Spacekey () then end
quittime= quittime+ 1
If quittime> 25000 Then End
EndWhile
Function draw_polys()
lockbuffer
ThisRGB = point ( 0 ,0 )
For n= 0 To numpoly- 1
index= ordertable( n)
v0= poly( index) .v0
v1= poly( index) .v1
v2= poly( index) .v2
x1= vertex( v0) .x2d
y1= vertex( v0) .y2d
nx= vertex( v0) .nxr
ny= vertex( v0) .nyr
nz= vertex( v0) .nzr
c1= ( ( nx* lightsource( 0 ) .x) + ( ny* lightsource( 0 ) .y) + ( nz* lightsource( 0 ) .z) ) / 256
If c1< 0 Then c1= 0
If c1> 255 Then c1= 255
x2= vertex( v1) .x2d
y2= vertex( v1) .y2d
nx= vertex( v1) .nxr
ny= vertex( v1) .nyr
nz= vertex( v1) .nzr
c2= ( ( nx* lightsource( 0 ) .x) + ( ny* lightsource( 0 ) .y) + ( nz* lightsource( 0 ) .z) ) / 256
; If c2<0 Then c2=0
; If c2>255 Then c2=255
c2= cliprange ( c2,0 ,255 )
x3= vertex( v2) .x2d
y3= vertex( v2) .y2d
nx= vertex( v2) .nxr
ny= vertex( v2) .nyr
nz= vertex( v2) .nzr
c3= ( ( nx* lightsource( 0 ) .x) + ( ny* lightsource( 0 ) .y) + ( nz* lightsource( 0 ) .z) ) / 256
If c3< 0 Then c3= 0
If c3> 255 Then c3= 255
; Back-face culling
If ( x3- x1) * ( y2- y1) - ( x2- x1) * ( y3- y1) >= 0
Select RenderMethod
case 0
gpolygon( x1,y1,c1,c1,c1,x2,y2,c2,c2,c2,x3,y3,c3,c3,c3)
case 1
gpolygon1( x1,y1,c1,c1,c1,x2,y2,c2,c2,c2,x3,y3,c3,c3,c3)
case 2
gpolygon2( x1,y1,c1,c1,c1,x2,y2,c2,c2,c2,x3,y3,c3,c3,c3)
endselect
; Line vertex(v0).x2d,vertex(v0).y2d,vertex(v1).x2d,vertex(v1).y2d
; Line vertex(v1)\x2d,vertex(v1)\y2d,vertex(v2)\x2d,vertex(v2)\y2d
; Line vertex(v2)\x2d,vertex(v2)\y2d,vertex(v0)\x2d,vertex(v0)\y2d
EndIf
Next
unlockbuffer
EndFunction 0
Function draw_vertices()
BB_LockBuffer 0
lRGB= ( 255 < < 16 ) + ( 255 < < 8 ) + 255
For n= 0 To numvertex- 1
BB_WritePixel vertex( n) .x2d,vertex( n) .y2d,lRGB,0
Next
BB_UnlockBuffer 0
EndFunction 0
Function sort_polys()
For n= 0 To numpoly- 1
v0= poly( n) .v0
v1= poly( n) .v1
v2= poly( n) .v2
z1= vertex( v0) .zr
z2= vertex( v1) .zr
z3= vertex( v2) .zr
z= z1+ z2+ z3
zcenter( n) = z
ordertable( n) = n
Next
mergesort( 0 ,numpoly- 1 )
EndFunction 0
Function mergesort( lo,hi)
; Base case
If lo= hi Then ExitFUNCTION 0
; Recurse
length= hi- lo+ 1
pivot= ( lo+ hi) / 2
mergesort( lo,pivot)
mergesort( pivot+ 1 ,hi)
; Merge
For i= 0 To length- 1
zworking( i) = zcenter( lo+ i)
oworking( i) = ordertable( lo+ i)
Next
m1= 0
m2= pivot- lo+ 1
For i= 0 To length- 1
If m2<= ( hi- lo)
If m1<= ( pivot- lo)
If zworking( m1) < zworking( m2)
ordertable( i+ lo) = oworking( m2)
zcenter( i+ lo) = zworking( m2)
m2= m2+ 1
Else
ordertable( i+ lo) = oworking( m1)
zcenter( i+ lo) = zworking( m1)
m1= m1+ 1
EndIf
Else
ordertable( i+ lo) = oworking( m2)
zcenter( i+ lo) = zworking( m2)
m2= m2+ 1
EndIf
Else
ordertable( i+ lo) = oworking( m1)
zcenter( i+ lo) = zworking( m1)
m1= m1+ 1
EndIf
Next
EndFunction 0 // Assumed Integer return
Function rotate_transform_vertices( x_angle,y_angle,z_angle)
; 9 muls rotator
c1#= Cos ( x_angle)
c2#= Cos ( y_angle)
c3#= Cos ( z_angle)
s1#= Sin ( x_angle)
s2#= Sin ( y_angle)
s3#= Sin ( z_angle)
xx#= c2#* c1#
xy#= c2#* s1#
xz#= s2#
yx#= c3#* s1#+ s3#* s2#* c1#
yy#= - c3#* c1#+ s3#* s2#* s1#
yz#= - s3#* c2#
zx#= s3#* s1#- c3#* s2#* c1#
zy#= - s3#* c1#- c3#* s2#* s1#
zz#= c3#* c2#
width2= width/ 2
height2= height/ 2
widthbyheight= ( width/ height) * 256
For n= 0 To numvertex- 1
; Vertices
vertex( n) .xr= xx#* vertex( n) .x+ xy#* vertex( n) .y+ xz#* vertex( n) .z
vertex( n) .yr= yx#* vertex( n) .x+ yy#* vertex( n) .y+ yz#* vertex( n) .z
vertex( n) .zr= zx#* vertex( n) .x+ zy#* vertex( n) .y+ zz#* vertex( n) .z
; Vertice Normals
vertex( n) .nxr= xx#* vertex( n) .nx+ xy#* vertex( n) .ny+ xz#* vertex( n) .nz
vertex( n) .nyr= yx#* vertex( n) .nx+ yy#* vertex( n) .ny+ yz#* vertex( n) .nz
vertex( n) .nzr= zx#* vertex( n) .nx+ zy#* vertex( n) .ny+ zz#* vertex( n) .nz
; 3d -> 2d transformation
vertex( n) .x2d= ( widthbyheight* vertex( n) .xr) / ( vertex( n) .zr+ 1024 ) + width2
vertex( n) .y2d= ( 256 * vertex( n) .yr) / ( vertex( n) .zr+ 1024 ) + height2
Next
EndFunction 0
Function gpolygon( x1,y1,r1,g1,b1,x2,y2,r2,g2,b2,x3,y3,r3,g3,b3)
For n= 0 To height : xpos( n,0 ) = 0 : xpos( n,1 ) = 0 : Next
drawedge( x1,y1,r1,g1,b1,x2,y2,r2,g2,b2)
drawedge( x2,y2,r2,g2,b2,x3,y3,r3,g3,b3)
drawedge( x3,y3,r3,g3,b3,x1,y1,r1,g1,b1)
miny= y1
If ( miny> y2) Then miny= y2
If ( miny> y3) Then miny= y3
maxy= y1
If ( maxy< y2) Then maxy= y2
If ( maxy< y3) Then maxy= y3
minx= x1
If ( minx> x2) Then minx= x2
If ( minx> x3) Then minx= x3
maxx= x1
If ( maxx< x2) Then maxx= x2
If ( maxx< x3) Then maxx= x3
For y= miny To maxy
horizontalline( xpos( y,0 ) ,xpos( y,1 ) ,y)
Next
EndFunction 0
Function gpolygon1( x1,y1,r1,g1,b1,x2,y2,r2,g2,b2,x3,y3,r3,g3,b3)
For n= 0 To height : xpos( n,0 ) = 0 : xpos( n,1 ) = 0 : Next
drawedge( x1,y1,r1,g1,b1,x2,y2,r2,g2,b2)
drawedge( x2,y2,r2,g2,b2,x3,y3,r3,g3,b3)
drawedge( x3,y3,r3,g3,b3,x1,y1,r1,g1,b1)
miny= y1
If ( miny> y2) Then miny= y2
If ( miny> y3) Then miny= y3
maxy= y1
If ( maxy< y2) Then maxy= y2
If ( maxy< y3) Then maxy= y3
minx= x1
If ( minx> x2) Then minx= x2
If ( minx> x3) Then minx= x3
maxx= x1
If ( maxx< x2) Then maxx= x2
If ( maxx< x3) Then maxx= x3
For y= miny To maxy
x1= xpos( y,0 )
x2= xpos( y,1 )
r1= rpos( y,0 )
r2= rpos( y,1 )
g1= gpos( y,0 )
g2= gpos( y,1 )
b1= bpos( y,0 )
b2= bpos( y,1 )
gouraudstriph x1,rgb ( r1,g1,b1) , x2, rgb ( r2,b2,g2) , y
Next
EndFunction
Function gpolygon2( x1,y1,r1,g1,b1,x2,y2,r2,g2,b2,x3,y3,r3,g3,b3)
rgb1= rgb ( r1,g1,b1)
rgb2= rgb ( r2,g2,b2)
rgb3= rgb ( r3,g3,b3)
gouraudtri x1,y1,rgb1,x2,y2,rgb2,x3,y3,rgb3
EndFunction
Function horizontalline( x1,x2,y)
If ( x1<> x2) ;Then
r1= rpos( y,0 )
r2= rpos( y,1 )
g1= gpos( y,0 )
g2= gpos( y,1 )
b1= bpos( y,0 )
b2= bpos( y,1 )
If ( x1> x2) ;Then
temp= x1
x1= x2
x2= temp
temp= r1
r1= r2
r2= temp
temp= g1
g1= g2
g2= temp
temp= b1
b1= b2
b2= temp
EndIf
rslope= ( ( r2- r1) < < 8 ) / ( x2- x1)
gslope= ( ( g2- g1) < < 8 ) / ( x2- x1)
bslope= ( ( b2- b1) < < 8 ) / ( x2- x1)
r= r1 < < 8
g= g1 < < 8
b= b1 < < 8
For x= x1 To x2
rt= r > > 8
gt= g > > 8
bt= b > > 8
; lRGB=(rt << 16)+(gt << 8)+bt
;BB_WritePixel x,y,lRGB,BB_BackBuffer()
; Dotc x,y,lRGB
fastdot x,y,RGB ( rt,gt,bt)
r= r+ rslope
g= g+ gslope
b= b+ bslope
Next
EndIf
EndFunction 0
Function drawedge( x1,y1,r1,g1,b1,x2,y2,r2,g2,b2)
side= 0
If ( y1<> y2) ;Then
If ( y1>= y2) ;Then
side= 1
temp= x1
x1= x2
x2= temp
temp= y1
y1= y2
y2= temp
temp= r1
r1= r2
r2= temp
temp= g1
g1= g2
g2= temp
temp= b1
b1= b2
b2= temp
EndIf
Scaler = ( 1 < < 8 )
xslope= ( ( x2- x1) < < 8 ) / ( y2- y1)
rslope= ( ( r2- r1) < < 8 ) / ( y2- y1)
gslope= ( ( g2- g1) < < 8 ) / ( y2- y1)
bslope= ( ( b2- b1) < < 8 ) / ( y2- y1)
x= ( x1 < < 8 ) + xslope
r= ( r1 < < 8 ) + rslope
g= ( g1 < < 8 ) + gslope
b= ( b1 < < 8 ) + bslope
For y= y1+ 1 To y2
xpos( y,side) = x > > 8
rpos( y,side) = r > > 8
gpos( y,side) = g > > 8
bpos( y,side) = b > > 8
x= x+ xslope
r= r+ rslope
g= g+ gslope
b= b+ bslope
Next
EndIf
EndFunction 0
// Object Data removed.. Download full code bellow
Related Links:
- Convert BlitzBASIC Source To PlayBasic
- 3D Development Forum
Download:
Code attached bellow
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3d Fire Lines - PlayBasic Edition
By: Kevin Picone Added: April 17th, 2022
Category: All ,3d ,Vector
I originally wrote this demo 20 years ago in #DarkBASIC so it's fitting today to bring to #PlayBasic in full glory
The code is basically the same; visually i've added alpha addition to the lines and a globe to the line head with an alpha multiply pass to fade previous pixel date away.
I did tweak the line logic also so that rather than randomly jump between directions it'll interpolate between them. Giving a more curved motion the lines..
In this edition we've added smoother motion of the fire lines with alpha addition and rendering a circle to show the head of the line as well as a pass of alpha multiply.
Video:
VIDEO
VIDEO
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Scotties Voxel Terrain (Opted)
By: Kevin Picone Added: December 17th, 2018
Category: All ,3D ,Voxel ,Terrain
Scotties Voxel Terrain (optd)
This is a refactored version of Scotties Voxel Terrain demo published back 2016. I've tweaking the inner loops and data mainly to try and squeeze out from performance from the demos code, adding gouraud shading and depth queues to the terrain.
This version has been refactored and includes various common tips when speed up work heavy loops, as well as a few ideas on speed up voxel, by simply not sampling the ground at the same interval, so the further the ray gets from the camera, the ray is moving in bigger steps. So it's accurate, but the result isn't much different from the simple version. If you going for max speed in PlayBSIC V1.65 then there's still a couple places within the inner loop that could can tweak further..
Video:
VIDEO
Related Links:
- Get Source Code
- A Crash Course In BASIC program Optimization
- Music By: https://BenSound.com
PS3D (Play 3D) software 3d rendering libraries
By: Kevin Picone Added: December 14th, 2018
Category: All ,3D ,Terrain
PS3D (Play 3D) software 3d rendering libraries
This is an 'as is' release of the PS3D libraries which are set of high level functions for rendering 3D objects into PlayBasic 2D camera. It includes a simple height map terrain, cube primitives and MD2 loader, allowing the user to create a scene but a lot of necessary high level code is missing for the casual user, collisions for example .
Video:
VIDEO
Related Links:
- Get Source Code
- A Crash Course In BASIC program Optimization
- Music By: https://BenSound.com
Sinus Height Map
By: Kevin Picone Added: November 4th, 2010
Category: All ,3D , Effects
This routine rotates and projects a 2d/3d plane of vertex. What's interesting is that rather than this being a static plane, the heights are created real time sine (plasma) formula. This height data is then scrolled across the matrix like table...
To speed up the rotation time, the projection routine uses common point rotation along the X and Z axis. This means that to rotate a point there's no mult's in the inner loop. It also works just dandy for 3D axis rotation also, more so actually.
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Terrain + Billboards
By: Kevin Picone Added: October 3rd, 2006
Category: All ,3D , ColdSteel
Cold Steel, Terrain Height Map + Billboard Example This screen shot is of a demo using the ColdSteel 3D engine wrapper for PlayBasic. The demo is pretty simple height map terrain plus some billboard objects for an experiment. Hopefully it's enough to show you guys the relationship of elements in Cold Steel. I'm certainly no expert on it that's for sure, having only started toying with earlier today, but the design is slowly becoming clearer. More tinkering on my part is certainly required however!
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Blue Monday
By: Stef Added: September 25th, 2006
Category: All ,3D ,Demo
It demonstrates 3D battle zone styled shooting tech demo.
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