0
votes
1answer
167 views

Need help with a complex 3d scene (using Ogre and bullet)

In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the ...
2
votes
1answer
168 views

Bending of track in a racing game

I am trying to create a small racing game in which the track would be modeled using a BSpline curve for the path's center line and directional vectors to define the 'bending' of the track at each ...
0
votes
0answers
64 views

JavaScript 3D space ship rotation

I am working with a fairly low-level JavaScript 3D API (not Three.js) which uses euler angles for rotation. In most cases, euler angles work quite well for doing things like aligning buildings, ...
1
vote
1answer
82 views

Automatically zoom out the camera to show all players

I am building a game in XNA that takes place in a rectangular arena. The game is multiplayer and each player may go where they like within the arena. The camera is a perspective camera that looks ...
3
votes
1answer
142 views

Collision detection in games in 3D - edge to edge cross product

I am having trouble understanding why, in a game collision detection, separating axis determination requires checking for the cross product of edges of the two polytopes as additional potential ...
0
votes
0answers
112 views

Direct3D Math, Yaw + Roll = Pitch?

I know this is an odd question, however I'm scripting for a game using DirectX9 and the only floating-point rotation 'functions' I have access to is Yaw(X) and Roll(Y) and I need the Pitch(Z) The ...
0
votes
1answer
213 views

Normalizing the direction to check if able to move

i have a a room with 4 walls along the x and z axis respectively. My player who is in first person (therefore the camera) should have collision detection with these walls. I'm relatively new to this ...
0
votes
2answers
52 views

Need transform matrix to translate the center of the view to a custom position within the target texture

My problem is as follows: I want to use a single render target texture for drawing 16 viewports where I want to display the 16 different combinations of the marching squares algorithm with my 3D ...
1
vote
2answers
91 views

How do I derive the angular movement for a craft

I have the regular (linear) motion implemented like this: class Craft{ ... Vector location, velocity, acceleration, angularVelocity, angularAcceleration; ... //the move class responsible for linear ...
1
vote
1answer
119 views

How good do I have to be at Math to create a 3D game using three.js? [closed]

A question I've often had, how good at Math do I need to be to create 3 dimensional games? I get along with 2d games just fine. I understand everything I'm doing without problems after practise. ...
3
votes
1answer
184 views

Matrix represents same rotation with different euler angles

I have Transform component storing it's rotation as Quaternion. Transform has set/getEulerAngles (rotation order oy, ox, oz). I want to rotate object in any direction but while testing I get ...
2
votes
1answer
195 views

Negative scale in Matrix 4x4

After some rotations and to from quaternion conversions I get negative scale from Matrix 4x4, is it possible? I need that scale to draw sprite on screen so I get sprite flipped, how to deal with this ...
1
vote
1answer
99 views

A controlled trapezoid transformation with perspective projecton

I'm trying to implement a controlled trapezoid transformation in Adobe Flash's ActionScript using the built-in perspective projection facility. To give you an idea of how the effect looks like: ...
5
votes
1answer
504 views

3D isometric depth sorting

How is it possible to depth sort tiles and objects in an isometric environments without any limitations? I've been researching this for a while now and there seems to be no publicly available answers ...
1
vote
2answers
134 views

Accumulating rotations for camera

It seems there are three ways to store a camera's rotation: in angles, view matrix or quaternion. I was using euler angles since when I used a matrix it had a tendency to accumulate rounding errors ...

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