tegra.cpp

Polygalore 

 

tegra.cpp was my first true computer program, a wireframe mesh creator and renderer with strictly keyboard input and any color, as long as it's white. It was inspired by the graphics of Space Elite and named after the Tegra 3 SOC that was found in the HTC One X, the phone that made news back because it was the first to have 4 cores.

The program was pretty standard fare. 400 lines. Only Keyboard input. Lotta Typos. You know, the usual. 

Aaaaah, who doesn't like a confirmation prompt after every input?

Since I built it from the ground up, I used non-standard mesh primitives. In tegra.cpp, every mesh was made up of a number of "planes" and "connections". Each plane is a non-planar (ooooh the irony) polygon composed of a number of points. Connections are singular edges drawn between select points of 2 planes. You could technically build any mesh like this, if you were patient enough. 

The one thing that it didn't warn me about was the color scheme. 

The lack of mouse input sure did make the coding job easier and the using job a whole lot harder. I remember having to resort a graph sheet to map out points for creating a space ship. So the next time your CAD software crashes, be grateful. At least you don't have to recreate the mesh point by point, co-ordinate by co-ordinate.

That perspective dou.

The pillar upon which the project rested was of course the treatment of perspective. I had initially not taken that into consideration and ended up with an isometric view. A few empirical experiments (involving viewing a pencil from various distances and checking how its size changed) later, I arrived upon the inverse relation between size and distance. From there, it was just a week or two of bad OOP implementation and horrible naming convention till the finished product. Sure enough, I mailed the source code along with the instructions to everyone under the sun. Till this day, it is one of the projects that I'm the most proud of. 

So, as a tribute, I'm going to model something more complex today. Hmmmmmm, how about the spaceship from Elite, where this all started? Sounds like a plan!

I did run into a few issues during modelling, but nothing my mesh edit menu cannot solve. (JK it crashed and I had to redo stuff)

And there we have it folks, a retrowave spaceship made in retrowave software in a retrowave era. Take a gander at the source code here. The Turbo-C++-n-Dos-Box-in-one software can be found here (Visit at your own risk). Close competitors can be found here.  

Graduate Student | Digital Game Design 

©2018 by Shashank Nagaraja Gargeshwari.