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# Visual Basic 3D Video Game Engine Here's a complete implementation of a simple 3D video game engine using Visual Basic .NET, organized with the specified folder structure. ## Project Structure ``` GameEngine/ ├── src/ │ ├── Engine/ │ │ ├── Engine.vb │ │ ├── Vector3.vb │ │ ├── Matrix4x4.vb │ │ ├── Camera.vb │ │ └── Renderer.vb │ ├── Game/ │ │ ├── Game.vb │ │ ├── GameObject.vb │ │ ├── Mesh.vb │ │ └── Texture.vb │ └── Main.vb ├── assets/ │ ├── models/ │ │ └── cube.obj │ ├── textures/ │ │ └── default.png │ └── shaders/ │ └── basic.fx └── bin/ └── GameEngine.exe ``` ## File Contents ### src/Engine/Engine.vb ```vb Imports System.Drawing Imports System.Windows.Forms Public Class Engine Private Shared _isRunning As Boolean = False Private Shared _window As Form Private Shared _renderer As Renderer Public Shared Sub Initialize() _window = New Form With { .Text = "VB 3D Game Engine", .Width = 800, .Height = 600, .FormBorderStyle = FormBorderStyle.FixedSingle, .StartPosition = FormStartPosition.CenterScreen } _renderer = New Renderer(_window) AddHandler _window.Paint, AddressOf OnRender AddHandler _window.KeyDown, AddressOf OnKeyDown AddHandler _window.KeyUp, AddressOf OnKeyUp _isRunning = True _window.Show() End Sub Public Shared Sub Run() While _isRunning Application.DoEvents() Threading.Thread.Sleep(16) ' ~60 FPS End While End Sub Public Shared Sub Exit() _isRunning = False _window.Close() End Sub Private Shared Sub OnRender(sender As Object, e As PaintEventArgs) _renderer.Render() End Sub Private Shared Sub OnKeyDown(sender As Object, e As KeyEventArgs) ' Handle key input here Select Case e.KeyCode Case Keys.Escape Exit() End Select End Sub Private Shared Sub OnKeyUp(sender As Object, e As KeyEventArgs) ' Handle key release here End Sub Public Shared Function GetWindow() As Form Return _window End Function End Class ``` ### src/Engine/Vector3.vb ```vb Public Class Vector3 Public X As Double Public Y As Double Public Z As Double Public Sub New(x As Double, y As Double, z As Double) Me.X = x Me.Y = y Me.Z = z End Sub Public Shared Operator +(v1 As Vector3, v2 As Vector3) As Vector3 Return New Vector3(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z) End Operator Public Shared Operator -(v1 As Vector3, v2 As Vector3) As Vector3 Return New Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z) End Operator Public Shared Operator *(v As Vector3, scalar As Double) As Vector3 Return New Vector3(v.X * scalar, v.Y * scalar, v.Z * scalar) End Operator Public Shared Operator *(scalar As Double, v As Vector3) As Vector3 Return v * scalar End Operator Public Shared Operator /(v As Vector3, scalar As Double) As Vector3 If scalar = 0 Then Return New Vector3(0, 0, 0) Return New Vector3(v.X / scalar, v.Y / scalar, v.Z / scalar) End Operator Public Function Length() As Double Return Math.Sqrt(X * X + Y * Y + Z * Z) End Function Public Sub Normalize() Dim length = Length() If length > 0 Then X /= length Y /= length Z /= length End If End Sub Public Shared Function Cross(v1 As Vector3, v2 As Vector3) As Vector3 Return New Vector3( v1.Y * v2.Z - v1.Z * v2.Y, v1.Z * v2.X - v1.X * v2.Z, v1.X * v2.Y - v1.Y * v2.X) End Function Public Shared Function Dot(v1 As Vector3, v2 As Vector3) As Double Return v1.X * v2.X + v1.Y * v2.Y + v1.Z * v2.Z End Function Public Shared Function Distance(v1 As Vector3, v2 As Vector3) As Double Dim dx = v1.X - v2.X Dim dy = v1.Y - v2.Y Dim dz = v1.Z - v2.Z Return Math.Sqrt(dx * dx + dy * dy + dz * dz) End Function Public Overrides Function ToString() As String Return $"Vector3({X:F2}, {Y:F2}, {Z:F2})" End Function End Class ``` ### src/Engine/Matrix4x4.vb ```vb Public Class Matrix4x4 Private _matrix(15) As Double Public Sub New() ' Initialize identity matrix Identity() End Sub Public Sub Identity() For i As Integer = 0 To 15 _matrix(i) = If(i Mod 5 = 0, 1.0, 0.0) Next End Sub Public Sub SetElement(row As Integer, col As Integer, value As Double) If row >= 0 AndAlso row < 4 AndAlso col >= 0 AndAlso col < 4 Then _matrix(row * 4 + col) = value End If End Sub Public Function GetElement(row As Integer, col As Integer) As Double If row >= 0 AndAlso row < 4 AndAlso col >= 0 AndAlso col < 4 Then Return _matrix(row * 4 + col) End If Return 0.0 End Function Public Shared Function CreateTranslation(x As Double, y As Double, z As Double) As Matrix4x4 Dim m As New Matrix4x4 m.SetElement(0, 3, x) m.SetElement(1, 3, y) m.SetElement(2, 3, z) Return m End Function Public Shared Function CreateRotationX(angle As Double) As Matrix4x4 Dim m As New Matrix4x4 Dim cosAngle = Math.Cos(angle) Dim sinAngle = Math.Sin(angle) m.SetElement(1, 1, cosAngle) m.SetElement(1, 2, -sinAngle) m.SetElement(2, 1, sinAngle) m.SetElement(2, 2, cosAngle) Return m End Function Public Shared Function CreateRotationY(angle As Double) As Matrix4x4 Dim m As New Matrix4x4 Dim cosAngle = Math.Cos(angle) Dim sinAngle = Math.Sin(angle) m.SetElement(0, 0, cosAngle) m.SetElement(0, 2, sinAngle) m.SetElement(2, 0, -sinAngle) m.SetElement(2, 2, cosAngle) Return m End Function Public Shared Function CreateRotationZ(angle As Double) As Matrix4x4 Dim m As New Matrix4x4 Dim cosAngle = Math.Cos(angle) Dim sinAngle = Math.Sin(angle) m.SetElement(0, 0, cosAngle) m.SetElement(0, 1, -sinAngle) m.SetElement(1, 0, sinAngle) m.SetElement(1, 1, cosAngle) Return m End Function Public Shared Function CreateScale(x As Double, y As Double, z As Double) As Matrix4x4 Dim m As New Matrix4x4 m.SetElement(0, 0, x) m.SetElement(1, 1, y) m.SetElement(2, 2, z) Return m End Function Public Shared Function CreatePerspective(fov As Double, aspectRatio As Double, nearPlane As Double, farPlane As Double) As Matrix4x4 Dim m As New Matrix4x4 Dim f = 1.0 / Math.Tan(fov / 2.0) m.SetElement(0, 0, f / aspectRatio) m.SetElement(1, 1, f) m.SetElement(2, 2, (farPlane + nearPlane) / (nearPlane - farPlane)) m.SetElement(2, 3, (2.0 * farPlane * nearPlane) / (nearPlane - farPlane)) m.SetElement(3, 2, -1.0) Return m End Function Public Shared Operator *(m1 As Matrix4x4, m2 As Matrix4x4) As Matrix4x4 Dim result As New Matrix4x4 For i As Integer = 0 To 3 For j As Integer = 0 To 3 Dim sum As Double = 0.0 For k As Integer = 0 To 3 sum += m1.GetElement(i, k) * m2.GetElement(k, j) Next result.SetElement(i, j, sum) Next Next Return result End Operator Public Shared Function TransformPoint(matrix As Matrix4x4, point As Vector3) As Vector3 Dim x = matrix.GetElement(0, 0) * point.X + matrix.GetElement(0, 1) * point.Y + matrix.GetElement(0, 2) * point.Z + matrix.GetElement(0, 3) Dim y = matrix.GetElement(1, 0) * point.X + matrix.GetElement(1, 1) * point.Y + matrix.GetElement(1, 2) * point.Z + matrix.GetElement(1, 3) Dim z = matrix.GetElement(2, 0) * point.X + matrix.GetElement(2, 1) * point.Y + matrix.GetElement(2, 2) * point.Z + matrix.GetElement(2, 3) Return New Vector3(x, y, z) End Function Public Overrides Function ToString() As String Dim result As String = "" For i As Integer = 0 To 3 For j As Integer = 0 To 3 result += _matrix(i * 4 + j).ToString("F2") & " " Next result += vbCrLf Next Return result End Function End Class ``` ### src/Engine/Camera.vb ```vb Public Class Camera Private _position As Vector3 Private _rotation As Vector3 Private _viewMatrix As Matrix4x4 Private _projectionMatrix As Matrix4x4 Public Sub New(x As Double, y As Double, z As Double) _position = New Vector3(x, y, z) _rotation = New Vector3(0, 0, 0) _viewMatrix = New Matrix4x4 _projectionMatrix = New Matrix4x4 End Sub Public Property Position As Vector3 Get Return _position End Get Set(value As Vector3) _position = value End Set End Property Public Property Rotation As Vector3 Get Return _rotation End Get Set(value As Vector3) _rotation = value End Set End Property Public Sub LookAt(target As Vector3) ' Simple look-at implementation (not fully accurate for all cases) Dim direction = target - _position direction.Normalize() ' Calculate rotation angles from direction vector _rotation.Y = Math.Atan2(direction.X, direction.Z) _rotation.X = Math.Asin(-direction.Y) End Sub Public Function GetViewMatrix() As Matrix4x4 ' Create view matrix using inverse transformation Dim translation As Matrix4x4 = Matrix4x4.CreateTranslation(-_position.X, -_position.Y, -_position.Z) Dim rotationX As Matrix4x4 = Matrix4x4.CreateRotationX(-_rotation.X) Dim rotationY As Matrix4x4 = Matrix4x4.CreateRotationY(-_rotation.Y) Dim rotationZ As Matrix4x4 = Matrix4x4.CreateRotationZ(-_rotation.Z) _viewMatrix = rotationZ * rotationY * rotationX * translation Return _viewMatrix End Function Public Sub SetProjection(fov As Double, aspectRatio As Double, nearPlane As Double, farPlane As Double) _projectionMatrix = Matrix4x4.CreatePerspective(fov, aspectRatio, nearPlane, farPlane) End Sub Public Function GetProjectionMatrix() As Matrix4x4 Return _projectionMatrix End Function End Class ``` ### src/Engine/Renderer.vb ```vb Imports System.Drawing Imports System.Drawing.Imaging Public Class Renderer Private _window As Form Private _buffer As Bitmap Private _graphics As Graphics Private _camera As Camera Public Sub New(window As Form) _window = window _buffer = New Bitmap(_window.Width, _window.Height) _graphics = Graphics.FromImage(_buffer) _camera = New Camera(0, 0, -5) ' Set up camera projection _camera.SetProjection(Math.PI / 4, _window.Width / _window.Height, 0.1, 100.0) End Sub Public Sub Render() _graphics.Clear(Color.Black) ' Draw simple cube (for demonstration) DrawCube() ' Render to window Using g = _window.CreateGraphics() g.DrawImage(_buffer, 0, 0) End Using End Sub Private Sub DrawCube() Dim vertices() As Vector3 = { New Vector3(-1, -1, -1), ' 0 New Vector3(1, -1, -1), ' 1 New Vector3(1, 1, -1), ' 2 New Vector3(-1, 1, -1), ' 3 New Vector3(-1, -1, 1), ' 4 New Vector3(1, -1, 1), ' 5 New Vector3(1, 1, 1), ' 6 New Vector3(-1, 1, 1) ' 7 } Dim indices() As Integer = { 0, 1, 2, 2, 3, 0, ' Front face 4, 7, 6, 6, 5, 4, ' Back face 0, 4, 5, 5, 1, 0, ' Bottom face 2, 6, 7, 7, 3, 2, ' Top face 0, 3, 7, 7, 4, 0, ' Left face 1, 5, 6, 6, 2, 1 ' Right face } Dim color As Color = Color.White ' Transform vertices and draw faces For i As Integer = 0 To indices.Length - 1 Step 3 Dim v1 As Vector3 = vertices(indices(i)) Dim v2 As Vector3 = vertices(indices(i + 1)) Dim v3 As Vector3 = vertices(indices(i + 2)) ' Apply transformations (simplified for demo) v1 = Matrix4x4.TransformPoint(_camera.GetViewMatrix(), v1) v2 = Matrix4x4.TransformPoint(_camera.GetViewMatrix(), v2) v3 = Matrix4x4.TransformPoint(_camera.GetViewMatrix(), v3) ' Apply perspective projection v1 = Matrix4x4.TransformPoint(_camera.GetProjectionMatrix(), v1) v2 = Matrix4x4.TransformPoint(_camera.GetProjectionMatrix(), v2) v3 = Matrix4x4.TransformPoint(_camera.GetProjectionMatrix(), v3) ' Project to screen coordinates Dim p1 As Point = ProjectToScreen(v1) Dim p2 As Point = ProjectToScreen(v2) Dim p3 As Point = ProjectToScreen(v3) ' Draw triangle Dim points() As Point = {p1, p2, p3} _graphics.FillPolygon(Brushes.Yellow, points) Next End Sub Private Function ProjectToScreen(point As Vector3) As Point ' Simple orthographic projection for demonstration Dim x = (point.X / point.Z + 1) * _window.Width / 2 Dim y = (1 - point.Y / point.Z) * _window.Height / 2 Return New Point(CInt(x), CInt(y)) End Function End Class ``` ### src/Game/Game.vb ```vb Public Class Game Private Shared _isRunning As Boolean = False Public Shared Sub Initialize() Engine.Initialize() _isRunning = True End Sub Public Shared Sub Run() While _isRunning ' Update game logic here System.Threading.Thread.Sleep(16) ' ~60 FPS End While End Sub Public Shared Sub Exit() _isRunning = False Engine.Exit() End Sub End Class ``` ### src/Game/GameObject.vb ```vb Public Class GameObject Private _position As Vector3 Private _rotation As Vector3 Private _scale As Vector3 Private _mesh As Mesh Public Sub New(x As Double, y As Double, z As Double) _position = New Vector3(x, y, z) _rotation = New Vector3(0, 0, 0) _scale = New Vector3(1, 1, 1) _mesh = Nothing End Sub Public Property Position As Vector3 Get Return _position End Get Set(value As Vector3) _position = value End Set End Property Public Property Rotation As Vector3 Get Return _rotation End Get Set(value As Vector3) _rotation = value End Set End Property Public Property Scale As Vector3 Get Return _scale End Get Set(value As Vector3) _scale = value End Set End Property Public Sub Update(deltaTime As Double) ' Update logic for the game object End Sub Public Sub Render() ' Render the game object End Sub End Class ``` ### src/Game/Mesh.vb ```vb Public Class Mesh Private _vertices() As Vector3 Private _indices() As Integer Public Sub New(vertices() As Vector3, indices() As Integer) _vertices = vertices _indices = indices End Sub Public Property Vertices As Vector3() Get Return _vertices End Get Set(value As Vector3()) _vertices = value End Set End Property Public Property Indices As Integer() Get Return _indices End Get Set(value As Integer()) _indices = value End Set End Property End Class ``` ### src/Main.vb ```vb Imports System.Windows.Forms Module Main Sub Main() Application.EnableVisualStyles() Application.SetCompatibleTextRenderingDefault(False) Game.Initialize() Game.Run() End Sub End Module ```