In a 2d game, doing collisions with the edges of your screen is easy. Your textures are a 1:1 mapping of your screen resolution because your verities are too.. if your x position is > than ( screen ...
I'm new to using matrices, so I'd like some input on whether I've understood the use of them in the context described in the title. Right now I have a small Direct3D 11-based game engine which ...
I have a delta in screen coordinates that I want to transform to a 3d delta in world space. The delta is in this case a movement across the (x,y) coordinates in screen space on the near projection ...
Am I doing it right? I converted this. m_ViewMatrix = XMMatrixLookAtLH(XMLoadFloat3(&m_Position), lookAtVector, upVector); to this one. XMVECTOR vz = XMVector3Normalize( lookAtVector - ...