Perfect in its simplicity. Thank you for this video, and for showing the way how to do matrix multiplication in Python (still not the language of my preference however) ! After looking for some theory, this was the perfect "next-step"-hit !
I just cant find the right words to explain how i am appreciate this. Man i spent weeks to understand 3d projection and because my math background is weak i just disappointed and stopped to try. But God finally sent you to me :) Thanks man, this is awesome explanation for aliens to 3d(like me). Also thanks again for funny presentation.
here is a fun way to avoid copy pasting in the beginning :) points = [] for x in (-1, 1): for y in (-1, 1): for z in (-1, 1): points.append(np.matrix([x, y, z]))
When i tried doing it withouth matrixes using only trigonometry i had rhe same issue, i believe its because matrixes are assymetrical but what i did with trig wasnt
Thanks a lot, this was perfect for me as i could understand it and change it to my own needs. I used it to create a Hexagon viewed from an x-axis angle. Now I want to try making a game-grid for pygame from this.
Although, I guess I will run into a problem. I am not sure what the right words are, but i guess i need orthographic perspective to get rid of the depth skewing? If anyone can help me with this, leave a comment pls :) Meanwhile I will try to figure it out myself.
@@vinnn8694 im a bit late but orthographic projection is a completely different thing and the whole purpose of using perspective projection is to see depth and majority of games use it. orthographic projection is mainly used for things like engineering where they dont want this depth.
Great tutorial! My piece of mind on the "bracket" issue". In order to multiply matrices, number of columns of matrix on the left needs to be equal to the number of rows of the matrix on the right. The projection matrix (P) is 3x3 matrix. M1 = [x, y, z] is 1x3 matrix. M2 = [[x]],[y],[z]] is 3x1 matrix. (It doesn't look so intuitive when there's only one element per row) P x M1 -> not possible P x M2 -> possible M2 = (M1) transposed So, even though you solved problem using reshape, I think that more accurate way is to use matrix transposition here. I've yet to start learning numpy, but i'm sure there is a function numpy.transpose() or something along those lines.
Man that's what I needed, an actual tutorial on drawing points and lines using a not so bloated library in a good language (fck java) in structured programming (fck classes), not to simple or starting from the ground and not too complex or starting with OpenGL (vulkan gives me nightmares)...
to solve the issue with matrix multiplication you have to match up the shapes in terms of mn * nm. Easiest to do this here is to transpose the point vertex with .T
i dont know if its my additions but i tested the code you uploaded and edited the cube to have a new point at 0,0,-1. i added the ability to control the rotation and scale. ive found that if when you start the program and rotate it in the x axis the point will be on the closest side of the cube to the camera while if you rotate it in the y axis it will be on the far side of the cube edit: sometimes both axis give the same result when starting the program and sometimes its the opposite
hi I got this error with the code Traceback (most recent call last): File "C:/Users/Jemelah/AppData/Local/Programs/Python/Python310/cube1.py", line 1, in import pygame File "C:\Users/Jemelah/AppData/Local/Programs/Python/Python310\pygame.py", line 10, in pygame.display.set_caption("3D projection in pygame!") AttributeError: partially initialized module 'pygame' has no attribute 'display' (most likely due to a circular import)
I think it's possible if you connect the points with polygons instead of lines. Then, you can set the color you want for the polygons. I don't know Pygame very well but I think there's a function to draw polygons.
@@jeas29 thank you, yes you are right, pygame.draw.poly(surface,color,position_list). But my main concern is that, by doing so, they are going to overlap. I would like each face to be drawn only if it's on the front...
@@timdoring8571 oh hi haha, yes I did, you have two solutions (at least) : the painter's algorithm or per pixel rendering. Per pixel might be a bit overkill in this case, I'd suggest starting with painter's algorithm, it needs way less computing power. You basically have all your faces, you sort them by distance to the camera (you can average a point in the middle of the face for that), then draw them furthest to closest. But it's an approximation, you often get overlapping problems (that you won't have with per pixel). You also will get overdraw (drawing faces in top of each other), so the problem I pointed out previously about not wanting to draw hidden faces isn't solved. Still a good solution though. You can also choose to automatically subdivide large faces into several smaller faces to limit the size of artefacts. en.m.wikipedia.org/wiki/Painter%27s_algorithm I'd be glad to help you further if needed :), good luck, let me know if you managed to do what you wanted
you can use the pygame.draw.polygon to draw the sides. The problem is that, in this kind of projection, there is no sense of depth. This is something that I need to figure out. Probably One Lone Coder explains it
@@pythonista_333 x*=z/math.tan(fov[0]/2) y*=z/math.tan(fov[1]/2) z=(z-ncp)/(fcp-ncp)*2-1) perspective projection into unit cube (if point in veiw it will be inside -1,-1,-1 to 1,1,1. screen x and y are x and y of new point) You may have already found this but I'll share it anyway.
I'm sure you can get the X and Y, but I'm not sure for the Z axis. I've used orthogonal projection, perhaps in perspective projection you can get the Z axis somehow
This was a really fun video and I enjoyed most of it, my only problem was that your approach on teaching wasn't what I was expecting, meaning you didn't explain everything. So a complete beginner or someone who had little to no knowledge of matrix or perspective would have been completely lost.
@@atharvsharma2539 Yes, you're right about multiplying the points with the rotation/projection matrixes, but what about the order of the points relative to one another ? He says the order in which the points are defined matters,at 9:00, but that, I don't get why
Someone can help me to understood how he create a cube using arrays of [1, 0, -1]? I mean, Can I do that with all the geomety shapes? Any article or concepts to read?
yes, 1,0,-1 are the coordinates of a point and so every point has 3 different values. it doesnt which shape basically. minecraft is good example how these coordinates work :)
Hi I make games with pygame. I want to meet more people who fiddles with pygame and game developement. Is there any group or hub you can suggest me please?
thee shape problem you were having on which you spent a lot of time researching it could be fixed by just adding the [0,0,0] at the end of the projection matrix. That's how I fixed it. And by the way the projection matrix is useless
This is the only tutorial I've seen so far that animated the matrix multiplication. That makes so much more sense now.
Perfect in its simplicity. Thank you for this video, and for showing the way how to do matrix multiplication in Python (still not the language of my preference however) ! After looking for some theory, this was the perfect "next-step"-hit !
I just cant find the right words to explain how i am appreciate this. Man i spent weeks to understand 3d projection and because my math background is weak i just disappointed and stopped to try. But God finally sent you to me :) Thanks man, this is awesome explanation for aliens to 3d(like me). Also thanks again for funny presentation.
here is a fun way to avoid copy pasting in the beginning :)
points = []
for x in (-1, 1):
for y in (-1, 1):
for z in (-1, 1):
points.append(np.matrix([x, y, z]))
omg bless you
WIDTH = 100
HEIGHT = 100
LENGTH = 100
points = []
for x in range(-1, WIDTH, WIDTH):
for y in range(-1, WIDTH, WIDTH):
for z in range(-1, WIDTH, WIDTH):
points.append(np.matrix([[x], [y], [z]]))
*Matrices so you dont have to copy, even tho I made mine a lil different.*
*_Projection & Rotation_*
projectionMatrix = np.matrix([
[1, 0, 0],
[0, 1, 0],
])
def Rx(angle):
return np.matrix([
[1, 0, 0],
[0, math.cos(angle), -math.sin(angle)],
[0, math.sin(angle), math.cos(angle)]
])
def Ry(angle):
return np.matrix([
[math.cos(angle), 0, math.sin(angle)],
[0, 1, 0],
[-math.sin(angle), 0, math.cos(angle)]
])
def Rz(angle):
return np.matrix([
[math.cos(angle), -math.sin(angle), 0],
[math.sin(angle), math.cos(angle), 0],
[0, 0, 1]
])
*[!] --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- [!]*
*You dont have to use np.dot(), you can use the @, matrix multiplication operator.*
*Example: Matrix1 @ Matrix2*
*[!] --- --- --- --- --- --- --- --- --- --- --- --- --- --- --- [!]*
I love how you got L's theme playing in the background lol, great tutorial
this is underated
Nice Video! Learned a lot while being entertained!
uhhhhhhhhhhhhhhhhh mine generates a plane????? task failed succesfully
When i tried doing it withouth matrixes using only trigonometry i had rhe same issue, i believe its because matrixes are assymetrical but what i did with trig wasnt
freaking awesome dude!
Thanks a lot, this was perfect for me as i could understand it and change it to my own needs.
I used it to create a Hexagon viewed from an x-axis angle.
Now I want to try making a game-grid for pygame from this.
Although, I guess I will run into a problem. I am not sure what the right words are, but i guess i need orthographic perspective to get rid of the depth skewing? If anyone can help me with this, leave a comment pls :) Meanwhile I will try to figure it out myself.
@@vinnn8694 im a bit late but orthographic projection is a completely different thing and the whole purpose of using perspective projection is to see depth and majority of games use it. orthographic projection is mainly used for things like engineering where they dont want this depth.
this is art, congratulations!
good video.teaches how to apply texture and apply a Z position and camera position and camera rotation
amazing video! learned a lot from it
Great tutorial!
My piece of mind on the "bracket" issue". In order to multiply matrices, number of columns of matrix on the left needs to be equal to the number of rows of the matrix on the right.
The projection matrix (P) is 3x3 matrix.
M1 = [x, y, z] is 1x3 matrix.
M2 = [[x]],[y],[z]] is 3x1 matrix. (It doesn't look so intuitive when there's only one element per row)
P x M1 -> not possible
P x M2 -> possible
M2 = (M1) transposed
So, even though you solved problem using reshape, I think that more accurate way is to use matrix transposition here. I've yet to start learning numpy, but i'm sure there is a function numpy.transpose() or something along those lines.
Wah! Your videos are too good for 385 subscribers. Thanks lot for the video tho.
Awesome tutorial!
Unexpected death note. Very unexpected.
man started this video like the monogatari series
Could you map textures on the cube?
I like that death note theme song in the background, makes it feel so dramatic.
any idea how i can connect points to a 4d square using the p in range
I LOVE YOU!!! 😍
De aquí va a salir mi tesis gracias ❤
amazing vid i finally understand
amazing! its so easy! thx!
amazing
thank you for video
Great to code along simple to follow as well as learned a few things... and i got a spinning cube on my computer 😎
Nice use of the deathnote ost
How do I make it so that the line on the front appears over the line on the back?
Good job bro, How to a make a frustum projection?
Man that's what I needed, an actual tutorial on drawing points and lines using a not so bloated library in a good language (fck java) in structured programming (fck classes), not to simple or starting from the ground and not too complex or starting with OpenGL (vulkan gives me nightmares)...
to solve the issue with matrix multiplication you have to match up the shapes in terms of mn * nm. Easiest to do this here is to transpose the point vertex with .T
Is there anyway I can add textures to it?
well, that's a good question
You'd have to draw lines between the main lines
@@brainloading5543 what about points?
@@itzmeB2 wdym?
@@brainloading5543 can't u like get a points 3d position with the method in this video? Then u can just assign a color to that point and have textures
Valeu, brazuca! Deu pra entender bem o inglês.
esse video ficou meio cringe, olha o novo que eu postei, ficou daora :)
Hi! Your video is really helpfull, ty!!!
incredible!! btw where did you get this cursor
it's the default dmz white from ubuntu
@@pythonista_333
Arigato
is there a way to fill every face of the cube?
hi sir it is really good tutorial, can you tell me that how can we use arroy of other OBJ and then render that. Please reply me soon.
You can do this on pydroid it works and i verified it (pydroid has diffrent interpretations of window you also gotta screen = display.set_mode((0,0))
This is godly
when will there be new videos?(
i loved it!!! show to everybodyhow to make an first person!!! it will be awolsome.
i dont know if its my additions but i tested the code you uploaded and edited the cube to have a new point at 0,0,-1. i added the ability to control the rotation and scale. ive found that if when you start the program and rotate it in the x axis the point will be on the closest side of the cube to the camera while if you rotate it in the y axis it will be on the far side of the cube
edit: sometimes both axis give the same result when starting the program and sometimes its the opposite
Nvm i think its just an optical illusion
Oh man... you got the Death note music in the background
Why subtitles are blocked????!!!!?1!!!!!!111!/1?!/!?!!?
I wrote in javascript and the object shrinks in size. :(
hi I got this error with the code
Traceback (most recent call last):
File "C:/Users/Jemelah/AppData/Local/Programs/Python/Python310/cube1.py", line 1, in
import pygame
File "C:\Users/Jemelah/AppData/Local/Programs/Python/Python310\pygame.py", line 10, in
pygame.display.set_caption("3D projection in pygame!")
AttributeError: partially initialized module 'pygame' has no attribute 'display' (most likely due to a circular import)
can u make a texture tutorial?
does anyone know, or has a link on how to draw the faces ? thx :)
I think it's possible if you connect the points with polygons instead of lines. Then, you can set the color you want for the polygons. I don't know Pygame very well but I think there's a function to draw polygons.
@@jeas29 thank you, yes you are right, pygame.draw.poly(surface,color,position_list). But my main concern is that, by doing so, they are going to overlap. I would like each face to be drawn only if it's on the front...
@@tonin8499 Hey I have the exact same problem, did you find a solution in the meantime?
@@timdoring8571 oh hi haha, yes I did, you have two solutions (at least) : the painter's algorithm or per pixel rendering. Per pixel might be a bit overkill in this case, I'd suggest starting with painter's algorithm, it needs way less computing power. You basically have all your faces, you sort them by distance to the camera (you can average a point in the middle of the face for that), then draw them furthest to closest. But it's an approximation, you often get overlapping problems (that you won't have with per pixel). You also will get overdraw (drawing faces in top of each other), so the problem I pointed out previously about not wanting to draw hidden faces isn't solved. Still a good solution though. You can also choose to automatically subdivide large faces into several smaller faces to limit the size of artefacts.
en.m.wikipedia.org/wiki/Painter%27s_algorithm
I'd be glad to help you further if needed :), good luck, let me know if you managed to do what you wanted
@@tonin8499 thanks for the quick reply! I'll get on it now :)
Thank for sharing
how do u get that cursor?
Can you add sides on this cube?
you can use the pygame.draw.polygon to draw the sides. The problem is that, in this kind of projection, there is no sense of depth. This is something that I need to figure out. Probably One Lone Coder explains it
@@pythonista_333 thank you ^^
@@pythonista_333
x*=z/math.tan(fov[0]/2)
y*=z/math.tan(fov[1]/2)
z=(z-ncp)/(fcp-ncp)*2-1)
perspective projection into unit cube (if point in veiw it will be inside -1,-1,-1 to 1,1,1. screen x and y are x and y of new point)
You may have already found this but I'll share it anyway.
Hi thanks for the video can i snap mouse to any point and get its x, y and z coordinates?
I'm sure you can get the X and Y, but I'm not sure for the Z axis. I've used orthogonal projection, perhaps in perspective projection you can get the Z axis somehow
maybe get the x and y coordinates then do every thing you do to place dots in reverse
Nice music from Death Note
This is insine ! 👍
Thank you
bro entered the matrix 💀
Do I hear death note baground
This was a really fun video and I enjoyed most of it, my only problem was that your approach on teaching wasn't what I was expecting, meaning you didn't explain everything. So a complete beginner or someone who had little to no knowledge of matrix or perspective would have been completely lost.
this video requires a basic understanding of linear algebra
Watch a video by coding train on projection 3d he explains it.
sorry about that ;(
check out the coding train's video, im sure he can explain it better
Hi ! Great video, worked like a charm :) But I have a question : why is the order of the points so important ?
Because the order matters for multiplication of matrices (in this case are (x , y , z) cordinates
@@atharvsharma2539 Yes, you're right about multiplying the points with the rotation/projection matrixes, but what about the order of the points relative to one another ? He says the order in which the points are defined matters,at 9:00, but that, I don't get why
@@tonin8499 because the order decides what dots get a line drawn in between then
You bloody bastard 😭 thank you bro it's for my project 😭 😭 😭 😭 😭 😭 😭 😭 😭
Thanks!!!!
Someone can help me to understood how he create a cube using arrays of [1, 0, -1]? I mean, Can I do that with all the geomety shapes? Any article or concepts to read?
yes, 1,0,-1 are the coordinates of a point and so every point has 3 different values. it doesnt which shape basically. minecraft is good example how these coordinates work :)
[1,1,1] = [X,Y,Z] then the array is for each coordinate he makes a dot. After he just connects the dots and its a cube
Hi I make games with pygame. I want to meet more people who fiddles with pygame and game developement. Is there any group or hub you can suggest me please?
What type projection is this?
Ortogonal or what?
it's an orthographic projection
the into says it all
thanks
Wat about projection in perspective ? %(((((
the only thing I really didn't like was the music at minute 6:10. It was like The Omen's soundtrack.
That intro makes me scared already
I knew this was a bad idea.
thee shape problem you were having on which you spent a lot of time researching it could be fixed by just adding the [0,0,0] at the end of the projection matrix. That's how I fixed it. And by the way the projection matrix is useless
Bro death note is an amazing choice
Why are you using python for this?
Its not meant to be practical, and python is easy
🙏
Wow and try make pyramid in the next video
Just use this
points = []
# all the cube vertices
points.append(np.matrix([0, -1, 0]))
points.append(np.matrix([0, -1, 0]))
points.append(np.matrix([1, 1, 1]))
points.append(np.matrix([-1, 1, 1]))
points.append(np.matrix([0, -1, 0]))
points.append(np.matrix([0, -1, 0]))
points.append(np.matrix([1, 1, -1]))
points.append(np.matrix([-1, 1, -1]))
I am kira
it's cute
If someone find it hard, try watching linear algebra series. In that way u can create this without even watching this video, like I did
nice, idk linear algebra, but i think i learned something with this project. If I go to university someday, I will study linear algebra for sure :)
@@pythonista_333 all the best
"how to make a 3d projection": shows orthographic projection
People searchin for 3d prolly rlly want orthographic
@@iron4537 no they dont rofl
@@oracuda yeah ig i over generalized, but some people do and i'm one of them
i am comverting the code to work with geometry dash triggers XD
In OpenGL you will do the same concept but OpenGL is harder than PyGame
Nice vid but WHY ON HELL DID U TEACH US ON LIGHT MODE
DO U WANT TO BLIND US!?!?
Ugh not again I made Minecraft i was trying to make a cube
_vertex_
Why mixing with pygame !
Just use numpy , your array multiplication (projection) and matplotlib to draw the figure.
Keep it simple and stupid !
You're right! But pygame would give more views lol
music annoying
Good job, now enter Z depth. Filling of polygons by scaline, and shading. There we will congratulate you, newbie
Thx
I can't stand stammering and stuttering speech, it drives me crazy.