Tagged Questions
3
votes
2answers
125 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
73 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
57 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
252 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
144 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
50 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
221 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
234 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
139 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
289 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
511 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
165 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
324 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?
8
votes
2answers
286 views
How do you calculate if 2 lines are facing toward or away?
Given the 4 points describing 2 line segments, how do you calculate if line A is towards or away from line B?
The 2 lines have a fixed length, and can be measured as distance from x1/y1 to x2/y2.
2
votes
2answers
475 views
How can I transform a point from world space to object space?
If I have an object space described by transformation matrix that should be applied to object to transform it to world space, what I have to do to transform point (world space) to that object space.
...
0
votes
2answers
488 views
Ways to define a curve
I'm trying to give shapes in my physics engine roundness/ curvature.
I am aware of various methods for mathematically defining curves; such as bezier-cruves, ellipses, etc. However I am not sure ...
7
votes
1answer
2k views
Circle-Line Collision Detection Problem
I am currently developing a breakout clone and I have hit a roadblock in getting collision detection between a ball (circle) and a brick (convex polygon) working correctly. I am using a Circle-Line ...
6
votes
1answer
1k views
Moving a particle around an Archimedean spiral at a constant speed
I want to move a particle in a spiral at a constant speed. Note that that is not a constant angular speed. This is proving rather difficult, and I'll go through my method so far below.
The spiral in ...
0
votes
2answers
681 views
How to generate a rotation matrix or a quaternion (properly rotated in regards to texture coordinates) for each triangle of a mesh?
I'm trying to build a uniform grid made of 3D points over the surface of an arbitrary mesh (we have texture-coordinates for each vertex...)
Or to reformulate: imagine a mesh textured with a texture ...
3
votes
1answer
281 views
rotating an object from sourceAngle to destAngle, both 0-359, clockwise or counter clockwise?
I've got a game object i need to rotate. It's current angle is player.rotation, the destination is targetAngle, both in degress, 0 to 359. I've got a function named rotateDirection(float sourceAngle, ...
1
vote
2answers
2k views
Voronoi regions of a (convex) polygon
I'm looking to add circle-polygon collisions to my Separating Axis Theorem collision detection.
The metanet software tutorial (http://www.metanetsoftware.com/technique/tutorialA.html#section3) on ...
1
vote
1answer
254 views
Frenet frame and application
I have just been reviewing Frenet Frame math. It is an interesting geometrical issue.
I know that common applications are:
camera movement along a curve
tube and ribbons surface
Can someone ...
3
votes
1answer
2k views
How do I find rotation in 3D based on a vector/normal?
I've been playing with Blender and Python, doing basic things like accessing vertices/normals,etc.
I can get the normal of each face of a mesh. I was wondering, how can I get the rotation of a face ...
6
votes
4answers
1k views
Implementing 2D CSG (for collision shapes)?
Are there any simple (or well documented) algorithms for basic CSG operations on 2D polygons?
I'm looking for a way to 'add' a number of overlapping 2D collision shapes. These may be convex or ...