How to Create a 3D Platformer Game from Scratch in Scratch
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Platform3D_Dev
Posted on July 24, 2025 • Advanced
🎮 How to make a 3D platformer without remixing one
Hey everyone! 😊 I know how to make 2D platformers since I watched tutorials for those, but I’m thinking of creating a 3D one too. I want to build it completely from scratch without remixing existing projects. Looking for guidance on:
- 3D rendering techniques in Scratch
- Creating depth and perspective
- 3D physics and collision detection
- Camera systems for 3D environments
- Performance optimization for 3D games
I’m ready for the challenge but need some direction on where to start! 🚀
3DEngine_Master
Replied 2 hours later • ⭐ Best Answer
Awesome project idea @Platform3D_Dev! Creating a 3D platformer from scratch is definitely challenging but totally doable. Here’s a comprehensive guide to get you started:
🏗️ 3D Engine Architecture
First, understand the core components you’ll need:
🔢 Step 1: 3D Math Foundation
Set up essential 3D math operations:
// 3D Vector and Matrix Operations define setup 3d math set [pi v] to [3.14159265359] set [deg to rad v] to ((pi) / [180]) // 3D Point rotation around Y axis define rotate point 3d (x) (y) (z) (angle) set [cos angle v] to ([cos v] of ((angle) * (deg to rad))) set [sin angle v] to ([sin v] of ((angle) * (deg to rad))) set [rotated x v] to (((x) * (cos angle)) - ((z) * (sin angle))) set [rotated z v] to (((x) * (sin angle)) + ((z) * (cos angle))) set [rotated y v] to (y) // 3D to 2D projection define project 3d to 2d (x3d) (y3d) (z3d) set [focal length v] to [200] if <(z3d) > [0]> then set [screen x v] to (((x3d) * (focal length)) / (z3d)) set [screen y v] to (((y3d) * (focal length)) / (z3d)) else set [screen x v] to [0] set [screen y v] to [0] end
🎥 Step 2: Camera System
Create a flexible 3D camera:
// 3D Camera System define setup camera set [camera x v] to [0] set [camera y v] to [0] set [camera z v] to [-5] set [camera angle y v] to [0] set [camera angle x v] to [0] // Transform world coordinates to camera space define world to camera (world x) (world y) (world z) set [relative x v] to ((world x) - (camera x)) set [relative y v] to ((world y) - (camera y)) set [relative z v] to ((world z) - (camera z)) // Apply camera rotation rotate point 3d (relative x) (relative y) (relative z) (0 - (camera angle y)) set [cam x v] to (rotated x) set [cam y v] to (rotated y) set [cam z v] to (rotated z) // Project to screen project 3d to 2d (cam x) (cam y) (cam z) set [final screen x v] to (screen x) set [final screen y v] to (screen y)
🎨 Step 3: 3D Rendering System
Build a basic 3D renderer with depth sorting:
// 3D Cube Rendering define render cube at (cube x) (cube y) (cube z) (size) delete all of [vertices x v] delete all of [vertices y v] delete all of [vertices z v] delete all of [vertex depth v] // Define cube vertices set [half size v] to ((size) / [2]) repeat [8] set [vertex num v] to (length of [vertices x v]) if <((vertex num) mod [2]) = [0]> then set [vx v] to ((cube x) - (half size)) else set [vx v] to ((cube x) + (half size)) end if <(((vertex num) / [2]) mod [2]) = [0]> then set [vy v] to ((cube y) - (half size)) else set [vy v] to ((cube y) + (half size)) end if <((vertex num) / [4]) = [0]> then set [vz v] to ((cube z) - (half size)) else set [vz v] to ((cube z) + (half size)) end // Transform to camera space world to camera (vx) (vy) (vz) add (final screen x) to [vertices x v] add (final screen y) to [vertices y v] add (cam z) to [vertex depth v] end // Draw cube faces (with depth sorting) draw cube faces
⚡ Step 4: 3D Physics System
Implement 3D collision detection and physics:
// 3D Physics Engine define setup 3d physics set [player x v] to [0] set [player y v] to [0] set [player z v] to [0] set [velocity x v] to [0] set [velocity y v] to [0] set [velocity z v] to [0] set [gravity v] to [-0.5] set [on ground v] to [false] // 3D AABB Collision Detection define check collision 3d (x1) (y1) (z1) (w1) (h1) (d1) (x2) (y2) (z2) (w2) (h2) (d2) set [collision 3d v] to [false] if <<((x1) < ((x2) + (w2))) and (((x1) + (w1)) > (x2))> and <<((y1) < ((y2) + (h2))) and (((y1) + (h1)) > (y2))> and <<((z1) < ((z2) + (d2))) and (((z1) + (d1)) > (z2))>>> then set [collision 3d v] to [true] end // 3D Movement with Collision define update 3d physics // Apply gravity change [velocity y v] by (gravity) // Update position set [new x v] to ((player x) + (velocity x)) set [new y v] to ((player y) + (velocity y)) set [new z v] to ((player z) + (velocity z)) // Check platform collisions set [on ground v] to [false] repeat (length of [platform x v]) set [platform index v] to ((platform index) + [1]) check collision 3d (new x) (new y) (new z) [1] [2] [1] (item (platform index) of [platform x v]) (item (platform index) of [platform y v]) (item (platform index) of [platform z v]) [2] [0.5] [2] if <(collision 3d) = [true]> then if <(velocity y) < [0]> then set [player y v] to ((item (platform index) of [platform y v]) + [0.5]) set [velocity y v] to [0] set [on ground v] to [true] end end end // Apply final position if <(on ground) = [false]> then set [player y v] to (new y) end set [player x v] to (new x) set [player z v] to (new z)
🎮 Step 5: Player Controls
Add 3D movement controls:
// 3D Player Input define handle 3d input set [move speed v] to [0.2] set [jump force v] to [1] // WASD Movement in 3D space if <key [w v] pressed?> then change [velocity z v] by (move speed) end if <key [s v] pressed?> then change [velocity z v] by (0 - (move speed)) end if <key [a v] pressed?> then change [velocity x v] by (0 - (move speed)) end if <key [d v] pressed?> then change [velocity x v] by (move speed) end // Jumping if <<key [space v] pressed?> and <(on ground) = [true]>> then set [velocity y v] to (jump force) end // Apply friction set [velocity x v] to ((velocity x) * [0.8]) set [velocity z v] to ((velocity z) * [0.8])
🎯 Step 6: Advanced Features
Add polish and advanced mechanics:
Dynamic Camera Following:
// Smooth 3D Camera Follow define update camera follow set [target cam x v] to ((player x) - [0]) set [target cam y v] to ((player y) + [2]) set [target cam z v] to ((player z) - [8]) // Smooth interpolation set [lerp speed v] to [0.1] change [camera x v] by (((target cam x) - (camera x)) * (lerp speed)) change [camera y v] by (((target cam y) - (camera y)) * (lerp speed)) change [camera z v] by (((target cam z) - (camera z)) * (lerp speed))
Level Design System:
// 3D Level Builder define create platform at (x) (y) (z) (width) (height) (depth) add (x) to [platform x v] add (y) to [platform y v] add (z) to [platform z v] add (width) to [platform w v] add (height) to [platform h v] add (depth) to [platform d v] // Sample level creation define build sample level create platform at [0] [-2] [0] [4] [0.5] [4] // Ground create platform at [3] [0] [2] [2] [0.5] [2] // Platform 1 create platform at [-3] [2] [-2] [2] [0.5] [2] // Platform 2 create platform at [0] [4] [5] [2] [0.5] [2] // High platform
This gives you a solid foundation for a 3D platformer! Start with basic cube rendering, then gradually add physics, collision detection, and gameplay mechanics. The key is building each system step by step! 🎮✨
RayTracing_Pro
Replied 3 hours later
Great foundation @3DEngine_Master! 🔥 For those wanting to go even further, you can also implement:
- Raycasting for 3D collision - More precise than AABB
- Texture mapping - Apply costumes to 3D faces
- Lighting systems - Basic shading and shadows
- Particle effects - 3D particles for polish
Maybe watch some videos on advanced techniques (Griffpatch has some great ones for 3D concepts)! 📺
Vibelf_Community
Pinned Message • Moderator
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