Tagged Questions
1
vote
1answer
135 views
How do I find the circumcenter of a triangle in 3D?
I want to find the circumcenter of a triangle. Wolfram only shows how to find the circumcircle of a triangle in R2. How can I find the circumcenter of a triangle in R3?
3
votes
2answers
140 views
What kind of projection is ScreenX=X/Z, ScreenY=Y/Z?
I have an existing class which transforms 3D vectors and projects them on a 2D plane (Camera). The code is all written in C without help from an external library.
To project a single vector (X,Y,Z) ...
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:
...
1
vote
1answer
62 views
Build a Cube/Prism from other varied Cubes/Prisms [closed]
I'm wondering, are there any algorithms or theories in existence (that aren't patented/proprietary/protected) that would take a series of 3d rectangular prisms (or cubes but a cube is a prism) and ...
1
vote
2answers
107 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 ...
4
votes
3answers
273 views
How to get distance from point to line with distinction between side of line?
I'm making a 2d racing game. I'm taking the nice standard approach of having a set of points defining the center of the track and detecting whether the car is off the track by detecting its distance ...
0
votes
1answer
150 views
moving in the wrong direction
Solution:
To move a unit forward:
forward = Quaternion(0,0,0,1)
rotation.normalize() # ocassionally
...
pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed
I think the ...
0
votes
1answer
53 views
applying rotation and speed to move user
My player has a position (vec3), rotation (quaternion) and speed.
I have a fixed time step. At each tick, I work out from key-state etc what rotation and speed adjustments to make.
How do I now ...
5
votes
2answers
263 views
Robust line of sight test on the inside of a polygon with tolerance
Foreword
This is a followup to this question and the main problem I'm trying to solve. My current solution is an hack which involves inflating the polygon, and doing most calculations on the inflated ...
3
votes
3answers
296 views
Adding tolerance to a point in polygon test
I've been using this method which was taken from Game Coding Complete to detect whether a point is inside of a polygon. It works in almost every case, but is failing on a few edge cases, and I can't ...
0
votes
1answer
148 views
Minimap Around Perimeter of Screen, Code Provided
What I'm essentially trying to do is what a lot of FPS's nowadays do in regards to their HUD. When an objective is off-screen, a small icon / symbol is shown on the perimeter of the screen, basically ...
2
votes
1answer
310 views
High school-level geometry book focusing on game dev for struggling student?
Here's the situation. My brother, a freshman in high school, isn't doing too well in geometry. Partially because he doesn't do half the work, but partially because he seems to have genuine ...
4
votes
2answers
681 views
What is a good way to determine if a vector is between two other vectors?
I could operate with the angles, but I do not have the angles calculated yet (and would like to avoid having to do that). It would be possible to calculate and cache the local-coordinate-frame angles, ...
6
votes
2answers
176 views
How do you calculate if a line is facing a curve?
Given the 2 points describing a line segment, and the 3 points describing a quadratic bezier curve, how do you calculate if the line is facing towards or away from the curve?
The line has a fixed ...
13
votes
3answers
382 views
How do you calculate the nearest point on 2 curves?
Given the points of a line and a quadratic bezier curve, how do you calculate their nearest point? .... Similarly, given the points of 2 curves, how do you get the nearest point?