3D Graphics

Link Description Author

3D in QB An introduction to how three dimensional graphics work, and some short code examples. (QB Times #2) BlackBird

3D Graphics Introduction to creating 3D graphics and objects in commercially-available 3D rendering software. (QB Times #7) Nightwolf

3D Graphics (Part 2) Using Extreme 3D to design and render your first 3D graphics. (QB Times #8) Nightwolf

3D Graphics In BASIC: Part I Introduction to basic three-dimensional (X,Y,Z) math and 3D transformations. (BASIX Fanzine #4) Christian Garms

3D Graphics In BASIC: Part II Introduction to 3D animation, moving objects and rotating objects. Covers other topics too, such as double buffering. (BASIX Fanzine #8) Christian Garms

3D Graphics Rendering, Part 1 Explains shading the colors of 3D objects based on the arithmetic mean. Mostly pseudo-code. (BASIX Fanzine #13) Damien Nikodem

3D Tutorial A short tutorial accompanied by a 3D utility program with some valuable code examples that can help introduce you to 3D graphics. (QBXL) Xerol

3D Tutorial For QBasic A huge 3D graphics tutorial with a TON of source. This goes into a lot of depth, covering advanced material like raycasting and 3D shading. Matt Bross

BASIC Guide to 3D Programming Covers the very basics of 3D programming, with an introduction to 3D space. This tutorial shows you how to draw a 3D cube. Chronomaster

The Basics of 3D Graphics For QBasic A great tutorial on 3D graphics in QB with source. Includes an intro to 3D objects, and then shows how to create and rotate basic 3D shapes! Aaron Severn

Faster 3D Rotation Optimizations to the standard 3D rotating formulas that will save you some processing time. (QB Cult Magazine #5) Eclipzer

Hidden Surface Removal for Three-Dimensional Drawing Removing hidden / unnecessary surfaces when rendering your 3D graphics to save processing speed and prevent graphical glitches. (QB Times #8) Matthew R. Knight

Introduction to 3D Series #1 A user-friendly introduction to 3D space, with several essential equations, but very little actual sample code. (QB Cult Magazine #3) Matthew R. Knight

Introduction To 3D Series #2 Rotating 3D objects, then plotting them on the screen. (QB Cult Magazine #4) Matthew R. Knight

Implicit Surface Polygonization A short article explaining how to polygonize implicit surfaces: "The surface is not defined explicitly (as in polygons), or parametrically (as in spline grids), but rather, well, implicitly. Basically, you have a function f(x,y,z) which is 0 for any point on a closed surface, negative on the 'inside' of that surface, and positive on the 'outside'." (QBOA Issue 4) Logiclrd

Jian2587's Raycasting Tutorial Well-written tutorial covering only the basics of raycasting. A good introduction -- read this before moving on to the other raycasting tuts. Includes some useful text diagrams. Tze Jian Chear

More About Shading, Z-Buffer and Textures Improve your 3D game program through Gouraud shading, adding textures, Phong shading and more. This is not a QB tutorial, but includes examples in both pseudo-code and ASM. Karma

One Approach to Real Time Texture Mapping Shows you how to apply textures to 3D objects...discusses texturing true polygons as well as raycasters. Unfortunately, the diagram images are missing. William D. Doughty

Perspective Projection A great explanation of the mathematics behind 3D graphics, including several text diagrams. Well-written and easy to understand! Toshi Horie

Raycasting In QBasic A tiny tutorial that introduces you to making "a game like DOOM." The majority of the content is in the included .bas file. (QB Cult Magazine #4) William Moores

Raycasting Tutorial A seven-part tutorial, which shows the evolution of a raycaster. Starts with the absolute basics, then builds on them by gradually improving the program, step-by-step. A great series -- highly recommended! Joe King

Taking the Convex Hull of a Set of Points "The convex hull of a set of points is the smallest convex polygon containing all of the points. This is a helpful thing to know when creating isosurfaces, and a bunch of other shit." (QB Cult Magazine #8) EvilGeek

Texture Mapping Mathematics This document explains the formulas that are used to perform texture mapping for a polygon. The (small amount of) source code included is for a Linux system, but the majority of the document is a listing of useful texture-mapping formulas and equations. Jorrit Tyberghein

Why Divide By Z? An excellent explanation of the process of "perspective projection" along the Z-axis in your 3D programs. (QB Cult Magazine #5) Toshi Horie