With 5d, there are 10 rotation planes, and with 5 perpendicular axes for vertex positions, thats 50 defined variables for each rotation. Not to mention needing to use 3 projection functions to bring the 5d points down to 2d and how you would need 160 triangles for the shape. But yeah, I think that could be done in 5 minutes.
well how quickly can you make a 2D and 1D engine? you need more data points! now, 2D is easy because... it's already done. (0 seconds) I was able to make a 1D calculator in about a minute, give or take From these three data points, I found that the equation 2x^2 - 7x + 6 connects all three Therefore, a 5D engine should take 21 minutes
While I'd made a basic 3d projection on desmos... it definately took me more than 17 lines. It took me 52 lines (It does fix things-behind-the-camera and implements basic fov and controls), but the simplicity of your rotation system is beautiful
A tip to help you find the indices Create a list that contains 1 through the amount of points there are. For example, a cube, it would be [1,...,8]. Then turn on the labels for the displayed points and set the label to be ${List Variable}. This will display the points' index on each point which makes finding indices a lot easier.
0:20 I agree with you, Z-uppers don't know how coordinates work, because in 2d space there are X and Y coordinates, and when you add a new axis you add 3d depth, not height
Whether Z should be up or forwards is dependent on the case. In a top down format Z-up makes sense, in a side view Z-forwards makes sense. I’m personally for Z-up because once you introduce rotation, horizontal and depth become indistinguishable while vertical remains unique. I’d rather have X and Y interchangeable while Z unique than X and Z interchangeable while Y unique.
i found a little improvement. instead of looping over 12 element list, you should loop over length of indices divided by 3 (1...length(indices)/3). that way if you add more indices the system wouldn't break
Ok guys today we are gonna make a 3d engine in Desmos: First step, *speaks a ancient language unknown to mankind faster than the human mind can procces* Second *proceeds to speak that ancient language faster than your mind can interpret* Third *Speaks every single event that happened from the start of the big bang to the present faster than desmos can draw y=x+1*
okay but why did i just spend so much time making rotation for the cube. maybe because i was rotating every single vertex inside of my shape instead of the camera?
Thank you! That was my goal: I wanted something as quick and easy-to-implement as possible so that people could build off of it--- including, like you said, with rotation matrices.
It doesn't matter if you are using Cartesian coordinates. All you would need to change are the angles for the rotations' upper and lower bounds which is 0-360 for degrees and 0-2π for radians.
Wow cool vid too bad I’m making one myself it’s taking longer and it’s different formula but guess what it’s mine and I made it and that’s all I care about😎(no shortcuts just spamming the (cos a,sin a)(or (sin a,cos a) depends on preference) and figuring out complex analysis maybe even quaternions just. to. make.. a… 3d cube on a 2d graph…probably worth it)
Just here to remind you, your name is incorrect. The numbers 6.28318... is NOT a radian as your name suggests, but a Tau also known as 2pi radians. Anyways great video 👍