ugh, nothing’s gone right ever since the second half of the tutorial, i really need help
i’m on after the part where he explains about “point-to” matrices on the slides (which i call cframes (short for coordinate frame) because roblox uses the exact same rotation system and that’s what they call it (and i think it’s a much better name)) here is the video
(also i just realized to understand what my code does you would have to watch the previous video of the tutorial given you don’t know much about 3D… well it’s only about 30 mins long, and so is the part before i got stumped, so you would have to watch one hour of the tutorial…)
pk3d.wick (8.8 KB)
(the real utah teapot had too many polygons my game would run at 1 fps)
i’ve got the world projected the way it should be when you start. i also have the code with the cframes david showed in the tutorial (although the projection code for this is commented out). there’s a cframe class (because i thought the way david did it was a bit weird (mostly because i’m familiar with how they work in roblox and i thought the way that was handled made more sense)). but the class is unused currently because i spent like 2 hours trying to debug the code to no avail, so i tried do everything the way the tutorial showed instead of my way.
i also disabled the crappy clipping solution for now. this is because with it disabled you can see the scene behind you, and i disabled this in case the camera was working but it was actually facing behind the scene. it’s tinted red so you can differentiate from real geometry.
so if anyone has the expertise and time to do so, i would really like it if you helped. (hopefully my code is readable enough)
Maybe I’ll ping some experienced coders I know @nvm idk that seems kinda
Umm maybe i will @awc95014 @Jovanny @Hamzah_Alani (i think i’m forgetting someone else) do you think you could help?