Is there a good way to draw a smooth curved cylinder?

On Mar 8, 2015, at 10:53 PM, Neil Toronto <neil.toro...@gmail.com> wrote:

> Pict3D is finally ready for public consumption. You can install the package 
> either in DrRacket using "File -> Install Package..." or from the command 
> line using
> 
>    raco pkg install pict3d
> 
> The GitHub page is here:
> 
>    https://github.com/ntoronto/pict3d
> 
> All features are documented. The API is stable. I've verified that it runs on 
> Racket 6.1.1 and the current development version. There are reports of it 
> working on at least two Windows systems, two Mac OS X systems, and two Linux 
> systems. It might not eat your graphics card.
> 
> Current features:
> 
> * Works in untyped and Typed Racket
> 
> * Spheres, rectangles, triangles and quads with per-vertex attributes
> 
> * A system of groups and affine (arbitrary parallel-line-preserving)
>   transformations for sticking Pict3Ds together
> 
> * Ray-against-scene and line-against-scene collision detection
> 
> * Render targets: an interactive debugging view in DrRacket's REPL,
>   `pict3d->bitmap` and `pict3d-canvas%`
> 
> * big-bang3d (currently without networking)
> 
> ------------------
> 
> Now we get to crowdsourcing.
> 
> I've reached the limits of what I can do without working on Pict3D full-time. 
> In particular, I don't know whether the API is awkward or actually quite nice 
> for the uses it'll be put to. I've drawn on some personal game design and 
> coding experience, but that only goes so far.
> 
> This is where you come in.
> 
> If you've ever had the slightest hankering to do some real 3D but avoided it 
> because of the pain that usually goes with it, try Pict3D. (If it fails to 
> work, please submit a bug report on the GitHub page.) Got a visualization 
> project? Try Pict3D. Want to make a game? Try Pict3D's version of Big Bang. 
> Want to just fool around in 3D space for a bit? Try Pict3D, and report back 
> on how it goes.
> 
> Anything is fair game for criticism, praise or suggestions: groups and 
> pinning, distinguishing direction and position vectors, presence or lack of 
> shapes you need, how to allow shader programming, file formats that would be 
> nice to import models from, information that would be nice to have in the 
> interactive debugging view, how to add texturing to the API, and even the 
> tone of the documentation.
> 
> I'm looking forward to your reports, all my little minions. Wait, did I say 
> that out loud?
> 
> Neil ⊥
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