Could someone point me in the right direction as to how this might be achieved? 3D math / geometry often throws me. I'm looking for something like this (ideally in C#): public Vector3 ...
First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar ...
I want to calculate the intersection of a line segment with the view frustum. Here's what I tried so far. The code works perfectly when the look direction vector is orthogonal to the line. E.g. ...
I'll try to be as clearer as I can. I have a surface on a 3D space which is not flat, it has hills and depths. My goal would be intersect it with a plane so that I can map the section of the surface ...
I've created a tetrahedron by creating a BoundingBox and building the faces of the tetrahedron within the bounding box as follows (see image as well): VertexPositionNormalTexture vertices = new ...
*Look below for the updated source code* I have started to to make some different types of objects and create them by code in XNA. Right now I have finished the code for creating a Icosahedron. And ...
I have objects in my game that move faster at 45 degrees then at 90 degrees. Each object has Point (x,y) position Vector2D (x,y) direction Int speed And what I do during a update is that new ...