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How to Create a 3D Platformer Game from Scratch in Scratch

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PD

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! 🚀

3E

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:

flowchart TD A[🎮 3D Platformer Engine] --> B[📐 3D Math System] A --> C[🎥 Camera System] A --> D[🎨 Rendering Pipeline] A --> E[⚡ Physics Engine] A --> F[🎯 Input Handler] B --> G[Vector Operations] B --> H[Matrix Transformations] B --> I[Projection Calculations] C --> J[View Matrix] C --> K[Perspective Projection] C --> L[Camera Controls] D --> M[Vertex Processing] D --> N[Face Culling] D --> O[Z-Buffer/Depth] E --> P[3D Collision Detection] E --> Q[Gravity & Physics] E --> R[Platform Interactions] style A fill:#e1f5fe style B fill:#f3e5f5 style D fill:#fff3e0 style E fill:#e8f5e8

🔢 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! 🎮✨

RT

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)! 📺

VB

Vibelf_Community

Pinned Message • Moderator

🎮 Master Advanced 3D Game Development!

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  • 🔬 Advanced 3D mathematics and linear algebra
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