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  • Panning with the OpenGL Camera / View Matrix

    - by Pris
    I'm gonna try this again I've been trying to setup a simple camera class with OpenGL but I'm completely lost and I've made zero progress creating anything useful. I'm using modern OpenGL and the glm library for matrix math. To get the most basic thing I can think of down, I'd like to pan an arbitrarily positioned camera around. That means move it along its own Up and Side axes. Here's a picture of a randomly positioned camera looking at an object: It should be clear what the Up (Green) and Side (Red) vectors on the camera are. Even though the picture shows otherwise, assume that the Model matrix is just the identity matrix. Here's what I do to try and get it to work: Step 1: Create my View/Camera matrix (going to refer to it as the View matrix from now on) using glm::lookAt(). Step 2: Capture mouse X and Y positions. Step 3: Create a translation matrix mapping changes in the X mouse position to the camera's Side vector, and mapping changes in the Y mouse position to the camera's Up vector. I get the Side vector from the first column of the View matrix. I get the Up vector from the second column of the View matrix. Step 4: Apply the translation: viewMatrix = glm::translate(viewMatrix,translationVector); But this doesn't work. I see that the mouse movement is mapped to some kind of perpendicular axes, but they're definitely not moving as you'd expect with respect to the camera. Could someone please explain what I'm doing wrong and point me in the right direction with this camera stuff?

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  • How do i start Game programming in windows phone xna?

    - by Ankit Rathod
    Hello, I am very much interested in Game programming in Xna. However during my college days i did not take Physics or Maths. Does that mean i can't create games in xna? I just know basics of trignometry. Can you all point me to few links where i can learn xna as well as the basic stuff of Maths that is bound to be required in most of the games? Are all game programmers excellent in Maths and Physics ? Thanks in advance :)

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  • Out of Memory when building an application

    - by Jacob Neal
    I have quite a major problem with my Multimedia Fusion 2 game. I finished it months ago, however, the only thing keeping me from finally compiling the game into an executable file is this error message that pops up every time I try to, simply saying, "Out of Memory". Its highly frustrating to be halted at this point by this message, and I tried everything I could come up with to fix it including compressing the runtime and sounds and increasing the proity of MMF2 all the way to realtime in the task manager. Im begging someone to toss me a bone on this problem, and any advice at all would be much appreciated.

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  • Tile-based 2D collision detection problems

    - by Vee
    I'm trying to follow this tutorial http://www.tonypa.pri.ee/tbw/tut05.html to implement real-time collisions in a tile-based world. I find the center coordinates of my entities thanks to these properties: public float CenterX { get { return X + Width / 2f; } set { X = value - Width / 2f; } } public float CenterY { get { return Y + Height / 2f; } set { Y = value - Height / 2f; } } Then in my update method, in the player class, which is called every frame, I have this code: public override void Update() { base.Update(); int downY = (int)Math.Floor((CenterY + Height / 2f - 1) / 16f); int upY = (int)Math.Floor((CenterY - Height / 2f) / 16f); int leftX = (int)Math.Floor((CenterX + Speed * NextX - Width / 2f) / 16f); int rightX = (int)Math.Floor((CenterX + Speed * NextX + Width / 2f - 1) / 16f); bool upleft = Game.CurrentMap[leftX, upY] != 1; bool downleft = Game.CurrentMap[leftX, downY] != 1; bool upright = Game.CurrentMap[rightX, upY] != 1; bool downright = Game.CurrentMap[rightX, downY] != 1; if(NextX == 1) { if (upright && downright) CenterX += Speed; else CenterX = (Game.GetCellX(CenterX) + 1)*16 - Width / 2f; } } downY, upY, leftX and rightX should respectively find the lowest Y position, the highest Y position, the leftmost X position and the rightmost X position. I add + Speed * NextX because in the tutorial the getMyCorners function is called with these parameters: getMyCorners (ob.x+ob.speed*dirx, ob.y, ob); The GetCellX and GetCellY methods: public int GetCellX(float mX) { return (int)Math.Floor(mX / SGame.Camera.TileSize); } public int GetCellY(float mY) { return (int)Math.Floor(mY / SGame.Camera.TileSize); } The problem is that the player "flickers" while hitting a wall, and the corner detection doesn't even work correctly since it can overlap walls that only hit one of the corners. I do not understand what is wrong. In the tutorial the ob.x and ob.y fields should be the same as my CenterX and CenterY properties, and the ob.width and ob.height should be the same as Width / 2f and Height / 2f. However it still doesn't work. Thanks for your help.

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  • Where should I place my reaction code in Per-Pixel Collision Detection?

    - by CJ Cohorst
    I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code?

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  • [JOGL] My program is too slow, how can I profile with Eclipse?

    - by nkint
    My simple opengl program is really toooo slow and not fluid. I'm rendering 30 sphere with simple illumination and simple materials. The only complex computing stuff I do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) I'm not using any threads, just an animator to move spheres. How can I profile my jogl project? Or maybe (most probable...) I have some opengl instructions that I don't understand and make render particular accurate (or back face rendering that I don't need or whatever I don't know exactly I'm just entering the opengl world)

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  • How to slow down a sprite that updates every frame?

    - by xiaohouzi79
    I am going through a Allegro 5 tutorial which has a game loop. There is also a variable "active" which determines if a key is being held down. Thus if the left key is being held down active is on and it begins looping through the row on the sprite sheet that corresponds to moving left. The problem is that this logic is checked everytime the loop is performed thus at approximately 60 fps the three images that are used to do the left walking animation cycle round super fast which means my character looks like it is in a rush. Total beginner question: so what is the correct way to slow down the transition between sprites so that the walking looks like it is done at a moderate pace. Here is the code used to transition across the sprite between the three different phases of the person walking: if (active) { sourceX += al_get_bitmap_width(player) / 3; } else { sourceX = 32; } if (sourceX >= al_get_bitmap_width(player)) { sourceX = 0; } I can kind of guess what it should be in plain English: update sourceX only every certain part of a second but I can't think of how to put this into code.

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  • Software rendering 3d triangles in the proper order

    - by at.
    I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. However, it's in a random order and so whatever gets drawn last draws on top of all other triangles (which might be in front of triangles it shouldn't be in front of)... Intuitively, seems I need to draw the triangles in the correct order. So I can calculate all their distances to the camera and sort by that. The objects furthest away get drawn last. Is this the proper way to render triangles? If I'm sorting all the objects, this is n*log(n) now. Is this the most efficient way to do this?

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  • OpenGL - Calculating camera view matrix

    - by Karle
    Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to calculate my camera's view matrix the Z axis is flipped and my camera seems like it is looking backwards. My program is written in C# using the OpenTK library. Translation (Working) I've created a test scene as follows: From my understanding of the OpenGL coordinate system they are positioned correctly. The model matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(modelPosition); Matrix4 model = translation; The view matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(-cameraPosition); Matrix4 view = translation; Rotation (Not-Working) I now want to create the camera's rotation matrix. To do this I use the camera's right, up and forward vectors: // Hard coded example orientation: // Normally calculated from up and forward // Similar to look-at camera. Vector3 r = Vector.UnitX; Vector3 u = Vector3.UnitY; Vector3 f = -Vector3.UnitZ; Matrix4 rot = new Matrix4( r.X, r.Y, r.Z, 0, u.X, u.Y, u.Z, 0, f.X, f.Y, f.Z, 0, 0.0f, 0.0f, 0.0f, 1.0f); This results in the following matrix being created: I know that multiplying by the identity matrix would produce no rotation. This is clearly not the identity matrix and therefore will apply some rotation. I thought that because this is aligned with the OpenGL coordinate system is should produce no rotation. Is this the wrong way to calculate the rotation matrix? I then create my view matrix as: // OpenTK is row-major so the order of operations is reversed: Matrix4 view = translation * rot; Rotation almost works now but the -Z/+Z axis has been flipped, with the green cube now appearing closer to the camera. It seems like the camera is looking backwards, especially if I move it around. My goal is to store the position and orientation of all objects (including the camera) as: Vector3 position; Vector3 up; Vector3 forward; Apologies for writing such a long question and thank you in advance. I've tried following tutorials/guides from many sites but I keep ending up with something wrong. Edit: Projection Matrix Set-up Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView( (float)(0.5 * Math.PI), (float)display.Width / display.Height, 0.1f, 1000.0f);

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  • Libgdx Box2d createfixture crashes vm intermittently

    - by user45021
    I have a hard to debug problem. I have a Box2D game which creates a wheeled vehicle. I want the vehicle body to reflect when it goes from moving left to moving right. to do this i set a flag in a changelistener on a button and then in update method i destroy and recreate the body facing the other way. it works fine most of the time but if i flip the vehicle several times quickly JVM crashes. no errors nothing in log. i added system.out.prints and the errors occur in the routine that instantiates the new body and before anything gets deleted/removed so i don't think the UI is trying to access null pointers. and if it was it should throw an error. M the crash seems to be at createFixture statements. but the work most of the first time. I tried debugging but the error doesn't happen much when the flips are slow. in any case createFixture drops fairly quickly into jni. Is this a Box2D bug? Is GC the issue? From Mission Control I see the GC is collecting on a period of ooh maybe 5s and flipping slower than that mostly works. how do i debug this? i am win7 64bit with 64bit at and jdk7 64bit. libgdx-0.9.9 and sometimes libgdx-nightly-20140215.

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  • Clipping polygons in XNA with stencil (not using spritebatch)

    - by Blau
    The problem... i'm drawing polygons, in this case boxes, and i want clip children polygons with its parent's client area. // Class Region public void Render(GraphicsDevice Device, Camera Camera) { int StencilLevel = 0; Device.Clear( ClearOptions.Stencil, Vector4.Zero, 0, StencilLevel ); Render( Device, Camera, StencilLevel ); } private void Render(GraphicsDevice Device, Camera Camera, int StencilLevel) { Device.SamplerStates[0] = this.SamplerState; Device.Textures[0] = this.Texture; Device.RasterizerState = RasterizerState.CullNone; Device.BlendState = BlendState.AlphaBlend; Device.DepthStencilState = DepthStencilState.Default; Effect.Prepare(this, Camera ); Device.DepthStencilState = GlobalContext.GraphicsStates.IncMask; Device.ReferenceStencil = StencilLevel; foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } foreach ( Region child in ChildrenRegions ) { child.Render( Device, Camera, StencilLevel + 1 ); } Effect.Prepare( this, Camera ); // This does not works Device.BlendState = GlobalContext.GraphicsStates.NoWriteColor; Device.DepthStencilState = GlobalContext.GraphicsStates.DecMask; Device.ReferenceStencil = StencilLevel; // This should be +1, but in that case the last drrawed is blue and overlap all foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } } public static class GraphicsStates { public static BlendState NoWriteColor = new BlendState( ) { ColorSourceBlend = Blend.One, AlphaSourceBlend = Blend.One, ColorDestinationBlend = Blend.InverseSourceAlpha, AlphaDestinationBlend = Blend.InverseSourceAlpha, ColorWriteChannels1 = ColorWriteChannels.None }; public static DepthStencilState IncMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.IncrementSaturation, }; public static DepthStencilState DecMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.DecrementSaturation, }; } How can achieve this? EDIT: I've just relized that the NoWriteColors.ColorWriteChannels1 should be NoWriteColors.ColorWriteChannels. :) Now it's clipping right. Any other approach?

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  • Omni-directional shadow mapping

    - by gridzbi
    What is a good/the best way to fill a cube map with depth values that are going to give me the least amount of trouble with floating point imprecision? To get up and running I'm just writing the raw depth to the buffer, as you can imagine it's pretty terrible - I need to to improve it, but I'm not sure how. A few tutorials on directional lights divide the depth by W and store the Z/W value in the cube map - How would I perform the depth comparison in my shadow mapping step? The nvidia article here http://http.developer.nvidia.com/GPUGems/gpugems_ch12.html appears to do something completely different and use the dot of the light vector, presumably to counter the depth precision worsening over distance? He also scales the geometry so that it fits into the range -.5 +.5 - The article looks a bit dated, though - is this technique still reasonable? Shader code http://pastebin.com/kNBzX4xU Screenshot http://imgur.com/54wFI

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  • Poor mobile performance when running from Eclipse

    - by Yajirobe_LOL
    So after weeks of thinking my rendering code was bad, I accidentally discovered the following: Running my game on a Nexus S From Eclipse (Debug as - Android application): 12fps From the device while still attached to USB (getting log info in Eclipse still): 24fps From the device while not attached via USB: 56fps I was wondering if anyone else has issues like this? I mean, the problem really isn't a problem since the final release build will likely have good performance, but for the time being I don't want to have to keep (un)plugging my device in and out when testing code all day long. Is there some remedy for this or does anyone have any input/advice? Thanks.

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  • Setting up cube map texture parameters in OpenGL

    - by KaiserJohaan
    I see alot of tutorials and sources use the following code snippet when defining each face of a cube map: for (i = 0; i < 6; i++) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, InternalFormat, size, size, 0, Format, Type, NULL); Is it safe to assume GL_TEXTURE_CUBE_MAP_POSITIVE_X + i will properly iterate the following cube map targets, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y etc?

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  • How do I identify mouse clicks versus mouse down in games?

    - by Tristan
    What is the most common way of handling mouse clicks in games? Given that all you have in way of detecting input from the mouse is whether a button is up or down. I currently just rely on the mouse down being a click, but this simple approach limits me greatly in what I want to achieve. For example I have some code that should only be run once on a mouse click, but using mouse down as a mouse click can cause the code to run more then once depending on how long the button is held down for. So I need to do it on a click! But what is the best way to handle a click? Is a click when the mouse goes from mouse up to down or from down to up or is it a click if the button was down for less then x frames/milliseconds and then if so, is it considered mouse down and a click if its down for x frames/milliseconds or a click then mouse down? I can see that each of the approaches can have their uses but which is the most common in games? And maybe i'll ask more specifically which is the most common in RTS games?

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  • How do I render my own DirectX Stuff to a full screen WPF's DirectX surface?

    - by marc40000
    Basically Danny Varod seems to know as he posted it as an answer to this question: Display a Message Box over a Full Screen DirectX application I think, theoretically this might work, but I have no idea how to actually do it. Since I'm also not allowed to post a comment under his comment nor am I allwoed to ask on meta about how to contact another user, I ask this as a normal question here: How do I render my own DirectX Stuff to a full screen WPF's DirectX surface? For starters, I have no idea how to get the DirectX surface from a WPF window. If I had it, what do I have to take care of that the WPF rendering doesn't screw up my own rending or vice-versa?

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  • How do people get around the Carmack's Reverse patent?

    - by Rei Miyasaka
    Apparently, Creative has a patent on Carmack's Reverse, and they successfully forced Id to modify their techniques for the source drop, as well as to include EAX in Doom 3. But Carmack's Reverse is discussed quite often and apparently it's a good choice for deferred shading, so it's presumably used in a lot of other high-budget productions too. Even though it's unlikely that Creative would go after smaller companies, I'm wondering how the bigger studios get around this problem. Do they just cross their fingers and hope Creative doesn't troll them, or do they just not use Carmack's Reverse at all?

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  • Android, how important is deltaTime?

    - by iQue
    Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not a big enough game for it to matter imo. But its getting bigger then I planned, so my question is, how important is delta Time? If I should use delta time there is a problem, since speedX and speedY are integers(they have to be for eclipse to let you make a rectangle of them), I cant add delta time very functionally as far as I understand, but might be wrong? Ive tried adding deltaTime to the code below, and sometimes my enemies just not move after spawn, they just stand there and run in the same place Will add an some code for how I set / use speed: public void update(int dx, int dy) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); x +=dx * Math.cos(Math.toRadians(theta)); y +=dy * Math.sin(Math.toRadians(theta)); currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } So if someone with some experience with this has any thoughts, please share. Thank you! Changed code: public void update(int dx, int dy, float delta) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); double speedX = delta * dx * Math.cos(Math.toRadians(theta)); double speedY = delta * dy * Math.sin(Math.toRadians(theta)); x += speedX; y += speedY; currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } with this code my enemies move like before, except they wont move to the right (wont increment x), all other directions work.

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  • How to impale and stack targets correctly according to the collider and its coordinate?

    - by David Dimalanta
    I'm making another simple game, a catch game, where a spawning target game object must be captured using a skewer to impale it. Here how: At the start, the falling object (in red) will fall in a vertical direction (in blue) When aimed properly, the target will fall down along the line of the skewer. (in blue) Then, another target is spawned and will fall vertically. (in red) When aimed successfully again in a streak, the second target will fall along the skewer and stacked. Same process over and over when another target is spawned. However, when I test run it on the scene tab in Unity, when impaled several targets, instead of a smooth flow and stacking it ended up overlaying it instead of stacking it up like a pancake. Here's what it look like: As I noticed when reaching the half-way of my progress, I tried to figure out how to deal with collider bodies without sticking each other so that it will actually stack like in the example of the image at no. 3. Here's the script code I added in the target game object: using UnityEngine; using System.Collections; public class ImpaleStateTest : MonoBehaviour { public GameObject target; public GameObject skewer; public bool drag = false; private float stack; private float impaleCount; void Start () { stack = 0; impaleCount = 0; } void Update () { if(drag) { target.transform.position = new Vector3 (DragTest.dir.transform.position.x, DragTest.dir.transform.position.y - 0.35f, 0); target.transform.rotation = DragTest.degrees; target.rigidbody2D.fixedAngle = true; target.rigidbody2D.isKinematic = true; target.rigidbody2D.gravityScale = 0; if(Input.GetMouseButton(0)) { Debug.Log ("Skewer: " + DragTest.dir.transform.position.x); Debug.Log ("Target: " + target.transform.position.x); } } } void OnTriggerEnter2D(Collider2D collider) { impaleCount++; Debug.Log ("Impaled " + impaleCount + " time(s)!"); drag = true; audio.Play (); } } Aside from that, I'm not sure if it's right but, the only way to stick the impaled targets while dragging the skewer left or right is to get the X coordinates from the skewer only. Is there something else to recommend it in order to improve this behavior as realistic as possible? Please help.

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  • Low-level GPU code and Shader Compilation

    - by ktodisco
    Bear with me, because I will raise several questions at once. I still feel, though, that overall this can be treated as one question that may be answered succinctly. I recently dove into solidifying my understanding of the assembly language, low-level memory operations, CPU structure, and program optimizations. This also sparked my interest in how higher-level shading languages, GLSL and HLSL in particular, are compiled and optimized, as well as what formats they are reduced to before machine code is generated (assuming they are not converted directly into machine code). After a bit of research into this, the best resource I've found is this presentation from ATI about the compilation of and optimizations for HLSL. I also found sample ARB assembly code. This sort of addressed my original curiosity, but it raised several other questions. The assembler code in the ATI presentation seems like it contains instructions specifically targeted for the GPU, but is this merely a hypothetical example created for the purpose of conceptual understanding, or is this code really generated during shader compilation? If so, is it possible to inspect it, or even write it in place of the higher-level syntax? My initial searches for an answer to the last question tell me that this may be disallowed, but I have not dug too deep yet. Also, along the same lines, are GLSL shader programs compiled into ARB assembly code before machine code is generated, and is it possible to write direct ARB assembly? Lastly, and perhaps what I am most interested in finding out: are there comprehensive resources on shader compilation and low-level GPU code? I have been unable to find any thus far. I ask simply because I am curious :)

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  • Transform 3D vectors between coordinate systems

    - by Nir Cig
    I've got 6 points in 3D space: A,B,C,D,E,F, that represent 4 vectors. AB is perpendicular to AC and DE is perpendicular to DF. I need to find a transformation matrix M, that transforms AB to DE and AC to DF. In other words: M·AB=DE, M·AC=DF If no scaling was involved, this could be solved with a simple rotation matrix. But since the ratios |AB|/|DE|, |AC|/|DF| might be different, I'm not sure how to proceed.

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  • XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics

    - by MintyAnt
    I have two issues which I wish to solve by creating 2D primitives in XNA. In my game, I wish to have a "debug mode" which will draw a red box around all hitboxes in the game (Red outline, transparent inside). This would allow us to see where the hitboxes are being drawn AND still have the sprite graphics being drawn. I wish to further understand how matrices work within computer graphics. I have a basic theoretical grasp of how they work, but I really just want to apply some of my knowledge or find a good tutorial on it. To do this, I wish to draw my own 2D primitives (With Vertex3's) and apply different transormation matrices to them. I was trying to find a tutorial on drawing primitives using Direct3D, but most tutorials are only for c++, and just tell me to use XNA's Spritebatch. I wish to have more control over my program than just with Spritebatch. Any Help on using Direct3D or any other suggestions would greatly be appreciated. Thank you.

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  • Orthographic Zooming with 0,0 at top/left

    - by Sean M.
    I'm trying to implement zooming on my 2D game. Since it's using orthographic projection, I thought it would be easy to implement zooming. After looking around the internet, I found a bunch of explanations and samples on how to do this if (0,0) is the center of the screen with the orthographic projection. The problem is, my ortho projection has (0,0) at the top-left (similar to XNA/Monogame, and a couple others). I could not find any examples about how to implement zooming to the center of the screen when the center is not (0,0). And help/links/code examples would be greatly appreciated.

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  • Rotating object along bezier curve: not rotating enough?

    - by Paul
    I tried to follow the instructions from the threads on the forum (Cocos2d rotating sprite while moving with CCBezierBy) with Unity, in order to rotate my object as it moves along a bezier curve. But it does not rotate enough, the angle is too low, it goes up to 6 instead of 90 for example, as you can see on this image (the y eulerAngle is at 6, I would expect it to be around 90 with this curve) : Would you know why it does this? And how to make the rotation toward the next point? Here is the code (in c# with Unity) : (I am comparing x and z to get the angle, and adding the angle to eulerAngles.y so that it rotates around the y axis) void Update () { if ( Input.GetKey("d") ) start = true; if ( start ){ myTime = Time.time; start = false; } float theTime = (Time.time - myTime) *0.5f; if ( theTime < 1 ) { car.position = Spline.Interp( myArray, theTime );//creates the bezier curve counterBezier += Time.deltaTime; //compare 2 positions after 0.1f if ( counterBezier > 0.1f ){ counterBezier = 0; cbDone = false; newpos = car.position; float angle = Mathf.Atan2(newpos.z - oldpos.z, newpos.x - oldpos.x); angle += car.eulerAngles.y; car.eulerAngles = new Vector3(0,angle,0); } else if ( counterBezier > 0 && !cbDone ){ oldpos = car.position; cbDone = true; } Thanks

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  • Converting from different handedness coordinate systems

    - by SirYakalot
    I am currently porting a demo from XNA to DirectX which, as I understand it, both have coordinate systems with different handednesses. What are the things I need to bare in mind when converting between the two? I understand not everything needs to be changed. Also I notice that many of the 3D maths functions in some of the direct3D libraries have right handed and left handed alternatives. Would it be better to just use these?

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