Creating realistic 3D perspective and sprite scaling in Scratch
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Perspective3D_Master
Posted on January 25, 2024 • Advanced
🎯 Need help with sprite sizing in fake 3D perspective!
Hey everyone! I’m working on a simple “fake 3D” project and I’m struggling with getting the sprite scaling right for realistic perspective effects. 😅
The issues I’m facing:
- Objects scale at a uniform speed instead of proportionally to distance
- Blue boxes that should line up like a wall don’t align properly
- Need realistic depth perception like when driving and seeing trees get smaller
- Want objects to appear to shrink slower as they get further away
I know it might need some exponential math, but I’m not sure how to implement it correctly. Any help would be amazing! 🙏
Math3D_Wizard
Replied 2 hours later • ⭐ Best Answer
Perfect question @Perspective3D_Master! 3D perspective is all about understanding the mathematical relationship between distance and apparent size. Here’s the complete solution:
📐 Understanding Perspective Projection
The key formula for 3D perspective is:
screen_size = object_size × (focal_length ÷ distance)
This creates the realistic “things get smaller with distance” effect you’re looking for!
🔧 Basic 3D Perspective System
Here’s how to implement proper perspective scaling:
when flag clicked set [focal_length v] to [200] // Adjust for field of view set [camera_x v] to [0] set [camera_y v] to [0] set [camera_z v] to [0] // For each 3D object define project_3d_to_2d (world_x) (world_y) (world_z) // Calculate relative position to camera 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)) // Prevent division by zero if <(relative_z) < [1]> then set [relative_z v] to [1] end // Apply perspective projection set [screen_x v] to ((relative_x) * ((focal_length) / (relative_z))) set [screen_y v] to ((relative_y) * ((focal_length) / (relative_z))) set [screen_scale v] to ((focal_length) / (relative_z)) // Apply to sprite go to x: (screen_x) y: (screen_y) set size to ((screen_scale) * [100])%
🎮 Complete 3D World System
Here’s a full implementation for your fake 3D game:
// Main camera control when flag clicked set [camera_x v] to [0] set [camera_z v] to [0] set [focal_length v] to [150] set [movement_speed v] to [5] forever // Camera movement if <key [w v] pressed?> then change [camera_z v] by (movement_speed) end if <key [s v] pressed?> then change [camera_z v] by (0 - (movement_speed)) end if <key [a v] pressed?> then change [camera_x v] by (0 - (movement_speed)) end if <key [d v] pressed?> then change [camera_x v] by (movement_speed) end // Update all 3D objects broadcast [update_3d_objects v] end // For each 3D object sprite when I receive [update_3d_objects v] // Set object's world position set [object_world_x v] to [100] // Change for each object set [object_world_y v] to [0] set [object_world_z v] to [300] // Distance from camera // Calculate screen position project_3d_to_2d (object_world_x) (object_world_y) (object_world_z) // Apply depth sorting (further objects behind closer ones) go to [back v] layer go forward ((1000) - (object_world_z)) layers
🏗️ Creating Aligned Wall Objects
For your wall of blue boxes, here’s how to make them line up perfectly:
// Wall generation system when flag clicked set [wall_start_x v] to [-200] set [wall_end_x v] to [200] set [wall_z v] to [500] set [box_spacing v] to [50] set [current_x v] to (wall_start_x) repeat until <(current_x) > (wall_end_x)> create clone of [wall_box v] set [box_world_x v] to (current_x) set [box_world_y v] to [0] set [box_world_z v] to (wall_z) change [current_x v] by (box_spacing) end // Wall box clone behavior when I start as a clone forever // Use the stored world position for this clone project_3d_to_2d (box_world_x) (box_world_y) (box_world_z) // Add some visual depth cues set [brightness v] effect to ((0 - (box_world_z)) / [10]) end
🌟 Advanced Perspective Effects
Make your 3D world even more realistic:
// Fog effect for distant objects define apply_fog_effect (distance) if <(distance) > [300]> then set [fog_amount v] to (((distance) - [300]) / [10]) if <(fog_amount) > [100]> then set [fog_amount v] to [100] end set [ghost v] effect to (fog_amount) else set [ghost v] effect to [0] end // Realistic size scaling with minimum size define calculate_realistic_scale (distance) (base_size) set [scale_factor v] to ((focal_length) / (distance)) set [final_scale v] to ((scale_factor) * (base_size)) // Prevent objects from becoming too small if <(final_scale) < [5]> then set [final_scale v] to [5] end // Prevent objects from becoming too large if <(final_scale) > [300]> then set [final_scale v] to [300] end set size to (final_scale)% // Ground plane effect define create_ground_grid set [grid_size v] to [100] set [grid_lines v] to [20] repeat (grid_lines) create clone of [grid_line v] set [line_x v] to ((grid_size) * ((item # of [repeat]) - ((grid_lines) / [2]))) set [line_z_start v] to [100] set [line_z_end v] to [1000] end
🚀 Pro Tips for Realistic 3D
- Use consistent focal length - around 150-200 works well for most games
- Add depth sorting - further objects should be behind closer ones
- Implement fog effects - distant objects should fade out
- Use minimum scale limits - prevent objects from disappearing completely
- Add lighting effects - closer objects should be brighter
- Test with different camera speeds - find what feels natural
This will give you that realistic “driving past trees” perspective effect you’re looking for! 🎯
Perspective3D_Master
Replied 40 minutes later
@Math3D_Wizard This is absolutely mind-blowing! 🤩 The perspective formula works perfectly and my wall objects finally line up correctly!
One question - how can I add rotation to objects so they can face different directions in 3D space?
Rotation3D_Expert
Replied 1 hour later
@Perspective3D_Master Excellent question! Here’s how to add 3D rotation:
// 3D rotation system define rotate_3d_point (x) (y) (z) (angle_y) // Y-axis rotation (left/right turning) set [cos_y v] to ([cos v] of (angle_y)) set [sin_y v] to ([sin v] of (angle_y)) // Apply rotation matrix set [rotated_x v] to (((x) * (cos_y)) - ((z) * (sin_y))) set [rotated_z v] to (((x) * (sin_y)) + ((z) * (cos_y))) set [rotated_y v] to (y) // Y stays the same for Y-axis rotation // Now project the rotated point project_3d_to_2d (rotated_x) (rotated_y) (rotated_z) // Object facing direction define calculate_object_facing (object_angle) (camera_angle) set [relative_angle v] to ((object_angle) - (camera_angle)) point in direction ((relative_angle) + [90])
This adds realistic 3D rotation that responds to camera movement! 🔄
Optimization_Engineer
Replied 2 hours later
Great work everyone! 🎮 Here are some performance tips for complex 3D scenes:
- Frustum culling: Don’t render objects outside the camera view
- Level of detail: Use simpler sprites for distant objects
- Object pooling: Reuse clones instead of creating/deleting constantly
- Update frequency: Update distant objects less frequently
- Batch calculations: Group similar math operations together
Remember: start simple and add complexity gradually. Test performance frequently!
Vibelf_Community
Pinned Message • Moderator
🚀 Master Advanced 3D Programming!
Incredible mathematical discussion everyone! For those looking to create even more sophisticated 3D effects, our community can help you implement:
- 🎯 Advanced matrix transformations
- 🌟 Real-time lighting and shadows
- 🎨 Texture mapping and materials
- ⚡ Performance optimization techniques
📚 Related Topics
- How to create ray-casting engines?
- Building first-person camera systems
- Advanced mathematical programming
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