Render a 3d model in java 2d

Hi

Another important question. I have concepts for several isometric games. A RPG like game similar to Diablo etc, and a few tactical ones like XCOM, Jagged Alliance, Warhammer Chaos Gate, etc.

The point is with isometric graphics, for each unit I need an image with each possible direction. Take Diablo for example, our might hero can move 8 directions, I would need 8 different standing, moving and attacking animations, one for each direction.

The best would be if I could render models on thefly. I could make a single model in a 3d programm and render it with the required direction. Is there a way to render 3d models for Java 2d? Render them to a BufferedImage or so.

I do not want to go deep into some OpenGL stuff and make it completely 3d. I want this retro isometric appeareance. But being able to create sprites with directions on the fly would greatly reduce the work I have with artwork.

If this fails, I wonder if there is a way to automatically generate images out of a 3d program. I would ask some 3d artist to make a model and generate all required animaiton images.

-JAW

I don’t know much about Java3D, but I guess you could use some model loader for Java3D and render it to a BufferedImage.

Yes maybe I need some mini renderer. Or I need automation in generating images. A renderer which reads models and produces Images I can then load into the game.

Anyone out there who did isometric stuff? How did you do?

-JAW

Once you’ve decided that you’re going to generate sprites by through some kind of 3D rendering, the choice becomes when you perform this rendering: At run time on the user’s machine, or at build time on your own.
The considerations are:

  • Distribution size : Animations for the models will typically be smaller than the generated sprite animations, but there’s the added cost of distributing the code to render the models.
  • Performance : Generating the sprites on the user’s machine will obviously take time. You’ll have to decide if the processing time is warranted by the distribution size savings
  • Image quality : If you generate the sprites at build time, you can take as long as you want to render high-quality results. Your users may not be so patient.
  • Implementation : It’ll be vastly simpler to generate the sprites at build time by scripting blender or POVray or something than writing, testing and distributing your own renderer

If I was you, I’d take the simple option and just generate the sprites at build time.

Sounds best for me, too. One way or the other, I will spend some time of my life to find some 3d artist. I cant do this on my own. Thanks for the info, I now know my way :slight_smile: