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Latest math Activity
Jikoob said:
When narrowing down my question to the simple diagonal throw/free fall problem I do agree that the math here is not complicated and it's probably the best way to implement such mechanic.
To me, the argument usually is: If the problem has an analytical solution, then i really want to use …
A major part of gameplay is making sure objects are at the right places at the right times. This means you must understand the mechanisms behind how objects in a scene are placed at a particular position. You need to know how to do stuff like program a door to swing open when activated, or calculat…
@taby Yep that is the best one I found so far. It solved every equation I put in it so far except the one I need. Maybe it is not the calculator's fault but maybe I made an error (not in my code, but in my math theory.)
There is also EES but they are expensive.
Perhaps at low speeds you should switch to rigid body simulation, though I'm not an expert in this at all. AFAIK you need a low-speed approach and a high-speed approach (I guess you already have this), because no single method works for all situations. Rigid body physics would fail at high speeds a…
Hmm, looks like spinning in the wrong direction. First guess: My ‘direction = vec3(sin(angle), 0, -cos(angle))’ is wrong. You could do trial and error on flipping signs and swapping axis which gives 4 options to try:
direction = vec3(sin(angle), 0, -cos(angle));
direction = vec3(-sin(angle), 0, cos(…
@MarkS lol. that's almost like the first implementation, only had to make a few changes, thank you 🙂
Spam protection caused a duplicate of this post. Closing this one. https://gamedev.net/forums/topic/714968-calculating-the-far-distance-plan-based-on-pitch-and-yaw-for-a-map-renderer/
@Alberth Good point, I have sometimes noticed that when someone does an operation (add or multiply), it can be hard to tell what happened, especially if you're learning the game. I think that could be mitigated if those operations were animated, but even then it might sometimes be unclear. A way to…
Sorry for the super delayed response guys, I wasn‘t notified about your replies for some reason :(.
For the sake of completion. I found the answer on the Real-Time Collision Detection book and basically it says what @aressera said “2. Transform the AABB from local to world space…”. The book comes wi…
You should probably decompose the concave shapes into convex pieces and process them independently, because you want to use algorithms that handle only convex shapes like BSP trees (they represent regions as an intersection of halfspaces).
Hi
I'm trying to implement wireframe drawing with hidden line removal. In the geometry shader I make lines from the input triangle. I plan to change the z-value in the geometry shader so that the lines are closer to the camera to avoid stippling (maybe this approach is wrong too).
I want to do …
alvaro said:
It discovered a mistake in the code, but when I asked ChatGPT about it, it fixed it!
Turing test passed. :O
I think it's time to get an account for me…
Edit: Damn. They want my phone number, which i do not know.
I'm doomed to stay old fashioned. Still no smart phone, and no future help from…
AliAbdulKareem said:
At least for now the re-projection sounds very promising from the first google searches.
Somehow i feel guilty for luring you on the next path of failure, eventually ; )
But here a very good tutorial about implementing TAA, which surely helps to estimate expected problems: https:/…
Hello, I have a problem in DX9: I am projecting objects with the LightProj
matrix.
The problem is that my objects will be projected from (-infinity to +infinity).
At the end, I'm setting the object projection texture SetTexture(projection)
with
SetTransform…
Thanks for your answer! I love the diagrams, seems like it should work. However in the meantime I came up with a different approach entirely. Instead of “clipping" the AABB I realized I could move each face along its axis until it touches the plane. so basically in pseudocode:
for each face in AABB:…
taby said:
Yes but how many control points does your Bézier curve consist of?
I have never seen any tool exposing bezier curves with another number than 4.
That's intuitive to the artist. The curve touches the knots, and the handles define the tangent precisely. Modifying a knot and its handles does n…
Hello,
After trying out Arma Reforger's Workbench I noticed their Forest Generator Components which you attach to any Spline Entity and it generates a forest in between the area If the spline is closed.
I want to achieve something like this in Unreal Engine but I have no idea where to start from? How…
If your quaternion represents rotation from local to world space, then just invert it to go the other way around. : )
Genesis111 said:
Just wondering if anyone can share their tips or process of how they go about validating their own custom algorithms before writing a single line of code.
I almost never do this, beside some vague and coarse initial idea combined with intuition about how it should work.
I could eventu…
Linear interpolation is everywhere. Games, 3D animation, image creation tools and much more all rely heavily on interpolation, so having a thorough understanding of linear interpolation is extremely important.
This text is somewhat geared towards game developers, however it's general enough to apply…
There is a book called “Real Time Cameras: A Guide for Game Designers and Developers” by Mark Haigh-Hutchinson.
I'm just passing this along to be informative, not as a recommendation as I have not read the book.