Arithmetic, geometry, calculus, and all else which resolves the number-crunching necessary in a game. Math questions are those that deal with the formulae and calculations used by the game in various parts.
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0answers
3 views
Quaternion based rotation and pivot position
I can't figure out how to perform matrix rotation using Quaternion while taking into account pivot position in OpenGL.What I am currently getting is rotation of the object around some point in the ...
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0answers
29 views
Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?
Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals).
But what you don't get ...
3
votes
2answers
59 views
3D rotation matrices deform object while rotating
I'm writing a small 3D renderer (using an orthographic projection right now).
I've run into some trouble with my 3D rotation matrices. They seem to squeeze my 3D object (a box primitive) at certain ...
3
votes
2answers
55 views
Determining a point that reached another point
I have two points, one is moving and one is stationary. I would like to know if the moving point has reached that point or not. I tried to calculate the distance between two vectors and the distance ...
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1answer
51 views
Building View Matrix in Direct3D11
Am I doing it right? I converted this.
m_ViewMatrix = XMMatrixLookAtLH(XMLoadFloat3(&m_Position), lookAtVector, upVector);
to this one.
XMVECTOR vz = XMVector3Normalize( lookAtVector - ...
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vote
3answers
74 views
How to adjust position relative to resolutions?
I have a lot of objects on the screen and would like at different resolutions, object's positions rendered correctly on the screen irrespective of the resolution. Is it correct to multiply the ...
2
votes
1answer
50 views
How can I generate a navigation mesh for a tile grid?
I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway.
Say I have a grid of tiles, all of the same size, some traversable and some not. ...
3
votes
2answers
68 views
how to calculate intersection time and place of multiple moving arcs
I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage.
the position of any object ...
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vote
2answers
64 views
Billboarding + aligning with velocity direction
I'm working on a particle system where I'm orientating the billboard using the inverted orientation matrix of my camera. This works quite well and my quad are rotated correctly towards the camera.
...
1
vote
2answers
98 views
ricocheting off a wall
I have a capsule (sphere sweep) that I've computed the collision on a mesh with.
I know the point of impact and normal of the face it collides with.
My moving object - I'm using a capsule to ...
1
vote
3answers
155 views
(int) Math.floor(x / TILESIZE) or just (int) (x / TILESIZE)
I have a Array that stores my map data and my Tiles are 64X64. Sometimes I need to convert from pixels to units of tiles. So I was doing:
int x
int y
public void myFunction()
{
getTile((int) ...
5
votes
2answers
125 views
Is it possible to map mouse coordinates to isometric tiles with this coordinate system?
I'm trying to implement mouse interaction in a 2D isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game.
I've read some helpful things like ...
2
votes
2answers
94 views
Rotating a child shape relative to its parent's orientation
When rotating a shape using a quaternion value I also wish rotate its child shape.
The parent and child shapes both start with different orientations but their relative orientations should always be ...
6
votes
1answer
122 views
How can I get a 2D texture to rotate like a compass in XNA?
I'm working on a small maze puzzle game and I'm trying to add a compass to make it somewhat easier for the player to find their way around the maze. The problem is: I'm using XNA's draw method to ...
2
votes
2answers
187 views
Rotate sphere in Javascript / three.js while moving along x/z plane
I have a sphere/ball in three.js which I want to "roll" around on the x/z plane. For the z axis I could simply do this no matter what the current x and y rotation is:
sphere.roll_z = ...