Fix markdown
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README.md
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README.md
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@ -12,7 +12,18 @@ From my initial thought, Dust3D should be a tool like [Makehuman](http://www.mak
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TODO & Progress
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==============
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- [x] Drawing Primitives (Dec 15, 2016 ~ Dec 17, 2016)
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- [x] Drawing Primitives
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- [x] Implement B-Mesh algorithm
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- [x] Render B-Mesh result
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- [ ] Design UI for monster parts configuration
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- [ ] Render rigid animation
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- [ ] png exporter for isometric 2.5D game
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- [ ] Export Wavefront .obj
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- [ ] Materials merge of different parts
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- [ ] Version 0.01 release
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- [ ] Implement [the Skeleton of a Closed 3D Shape](http://www1.idc.ac.il/icgf/GraphicsSeminar2006/DCGskeleton06.pdf)
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**Dec 15, 2016 ~ Dec 17, 2016:**
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*Sphere*
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I don't want the whole project have any unnecessary dependent, like glu library.
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Let's start with [drawing a sphere without gluSphere]( http://stackoverflow.com/questions/7687148/drawing-sphere-in-opengl-without-using-glusphere), because I want implement the same spheres which presented in the [B-Mesh paper](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.357.7134&rep=rep1&type=pdf).
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@ -22,7 +33,7 @@ Two caps and many strips composites a cylinder.
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Almost all 3D editor have a infinite grid ground, I just made a finite one, in the future, I should expand the grid outside of the screen to make it infinite.
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Now, for just beginning, I think it's a not bad start.
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<img src="screenshot/dust3d_sphere_cylinder.png">
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- [x] Implement B-Mesh algorithm (Dec 18, 2016 ~ Jan 04, 2017)
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**Dec 18, 2016 ~ Jan 04, 2017:**
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There is a implementation of [B-Mesh algorithm in C++](https://github.com/evanw/cs224final) language, but I want the pure C version, so I start to implement my own version. I read both paper and this implementation, it gave me very helpful understanding of this algorithm.
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*Drawing Skeletal Shape Balls*
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Draw shape ball is easy, no need to rotate, I just need scale it along the ball's radius.
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@ -51,9 +62,6 @@ I follow the B-Mesh paper, made another test module inside Blender, and created
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<img src="screenshot/dust3d_subdivide_catmull_clark.png" width="124" height="128"> <img src="screenshot/dust3d_bmesh_subdivide_2.png" width="124" height="128">
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There is a implementation of Catmull-Clark Subdivision algorithm on [rosettacode](https://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface/C), the code is very simple and beautiful, just lack of some memory alloc fail check. I translated the algorithm to use my own array implementation.
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Now, the render result looks not bad after 2 times of subdivisions. I would like to mark this todo as done, though there are more polish steps on the original paper, I just leave it as to be done in the future.
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- [x] Render B-Mesh result
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This todo already done in the B-Mesh algorithm implementation.
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- [ ] Design UI for monster parts configuration
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**Jan 17, 2017 ~ Jan 18, 2017:**
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*Skeleton Editor*
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There is a good tutorial introduced how to implement object selection by mouse in OpenGL, written by [Bartek](http://www.bfilipek.com/2012/06/select-mouse-opengl.html).
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@ -72,9 +80,3 @@ This todo already done in the B-Mesh algorithm implementation.
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<img src="screenshot/dust3d_glw_preview_dark_2.png" width="278" height="167">
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**July 29, 2017:**
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It's been more than 5 months since my last update. I was busy on preparing for my IELTS and PTE English test, and still is. However, the suspended period on this project make me rethink the progress though. Removing C++ from codebase and introducing Objective-C is really not a good idea, especially because my target is not making a GUI framework, but a modeling tool for game making. I need focus back on my original target.
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- [ ] Render rigid animation
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- [ ] png exporter for isometric 2.5D game
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- [ ] Export Wavefront .obj
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- [ ] Materials merge of different parts
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- [ ] Version 0.01 release
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- [ ] Implement [the Skeleton of a Closed 3D Shape](http://www1.idc.ac.il/icgf/GraphicsSeminar2006/DCGskeleton06.pdf)
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