>> Your browser may freeze for a bit while loading this project << >> . . . Use Phosphorus for better quality & performance . . . . << >> . . . . . . https://phosphorus.github.io/#230148114 . . . . . . . << Press the 1-8 keys to switch between the demo scenes. Use the WASDQE/arrow keys to manipulate the camera. Press the Z key to toggle the debug display and press the P key to toggle the profiler. If you get lost, use the number keys or press the R key to reset the camera. The Z key debug display allows you to do things like toggle wireframe, filling, & culling, as well as adjust the parameters of my lightning tri filler. To use the SNAA 2 framework in your own project, click on See Inside and follow the directions in the comments. If you have any questions, ideas, suggestions, concerns, criticisms, quandaries, etc., leave a comment below.
Curated November 8th 2018 by @-invisible-! Thanks much! This project went from 70 views to 1400 views in just five days! SNAA 2 is a 3D engine & framework that you can use to create 3D projects of your own, all within the comfortable bounds of Scratch. Some understanding of 3D systems is unavoidable and required, but the SNAA 2 framework adheres closely to the Scratch sprite system for as minimal of a barrier-to-entry as possible. This release project for SNAA 2 includes 7 demo scenes that cover lighting, simple physics, textures, 3D text, and more. My goal was to provide examples for many of the common tasks that a 3D engine would need to perform in the context of Scratch games & simulations. SNAA 2 is not just another 3D engine in Scratch - it is an entire framework that does a lot of heavy lifting for you. Other options may require you to recreate a lot of basic functionality, but SNAA 2's got you covered with a multitude of features and tools out of the box. In addition to using the SNAA 2 framework in your own project, feel free to extend or improve upon it. I have a lot of features I still want to provide (in potential updates), but not enough free time to see them through. The original SNAA engine came about when I challenged myself to create a 3D engine from Scratch, in Scratch, in less than 15 hours. That project started my current reappearance on Scratch, and I feel that SNAA 2 may close my return (until the next one, of course). I've made a lot of projects in the past two months. You can find the original SNAA project here: https://scratch.mit.edu/projects/189395035/ Using the "Heritage" scene (#5) to benchmark, SNAA 2 proves to be a fair deal better than its predecessor, performance- and quality-wise. Many accuracy flaws have been fixed and performance has been optimized quite a bit to the point wherein the Scratch player can pull off a decent 8 fps. The term "SNAA" is a recursive acronym for "SNAA Needs An Acronym". It's a little joke about Microsoft's XNA platform, which stands for "XNA's Not Acronym'd". I felt this was fitting, as SNAA/SNAA 2 were designed with the principles of XNA in mind. I'm not sure which, but either SNAA 2 or SIGIL is my largest project to date (depending on whether you judge by scripts or hours of work). I've been loosely timing my work on SNAA 2, which totals in at 50+ hours so far. SIGIL has eaten 20-30 hours (most of that was spent on the docs part of my site), but has far more scripting. --- Upcoming (hopefully) --- I'm planning to recreate a certain popular flash game using SNAA 2 as soon as I have the time. It'll be a big project, so it may take a little while...