Transformation in game development is usually refers to linear algebra operations on points, vectors and matrices.

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24 views

What is a good practice for deciding when to use transforms instead of applying force?

I was making several games. I don't understand when I should use addTorque instead of rotate. AddForce instead of position The latest game was a pinball game. I wasn't sure the best way to active ...
1
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2answers
64 views

Tank bullet shooting

Ok, I'm having a lot of trouble understanding using Matrices for Movement in a 2D game. I currently have a Tank object that has a Matrix3 globalTransform managing the direction Scale and Rotation. ...
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1answer
94 views

Transforming normals along with vertex? (GLSL)

So, I got a model matrix (Via uniform variable) in the shader, is there any way to use the model matrix to transform the normal of a vertex that has been transformed with glm::transform/rotate? If ...
2
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1answer
730 views

importing animations in Blender, weird rotations/locations

This is for the Blender 2.6 API. There are two problems: 1. When I import a single animation frame from my animation file to Blender, all bones look fine. But when I import multiple (all of the ...
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0answers
8 views

LibGDX Box2D Body shape transformation

In the following method my player Body is created: public static Body createPlayer (World world) { BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyDef.BodyType.DynamicBody; ...
5
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1answer
319 views

Are there multiple valid definitions for what translate, rotate and scale do?

Are there multiple valid definitions for what translate, rotate and scale do to the 4x4 matrix? I bring up this question, because I have a simple webgl program that draws a square and does a few ...
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1answer
34 views

Implementing my own UI sprite class in Unity using shaders: where and how to position the sprites

For learning purposes, I am trying to implement my own UI classes in Unity "from scratch", in the GPU using shaders. I mean, I am trying to use simple 2D sprites either positioned via shaders or ...
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1answer
34 views

Calculating a matrix to have the model follow terrain

So I've been messing around with 3D graphics in Java (using lwjgl), and I've hit a bit of a roadblock. I have a heightmap and a cube, and I want to find a way to have the cube rotate to follow the ...
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1answer
25k views

Correct way to use a GameObject.Find method in Unity C#

I have been following along with a Lynda.com video course to familiarize with Unity. I am currently attempting to grab a reference to a scene's First Person Controller's transform as follows: ...
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1answer
31 views

Bullet: Apply any Transformation to RigidBody?

I'm using Bullet for CollisionDetection. I load a scene from a Collada-File using Assimp. Let's say I want to give every object in the scene a RigidBody with a box as CollisionShape. Right now I first ...
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1answer
49 views

Extract a rotation matrix given a camera direction (vector) and a up vector for the camera?

I am having some issues constructing a rotation matrix from a camera direction vector. The Up vector is computed from the camera direction as such: up = cross(cross(direc,(0,1,0)),direc) How do i ...
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1answer
35 views

How to get an game object to instantiate lower than where It's created?

When I press the collider where my allies spawn I want for them to spawn a little bit lower when I instantiate. I have tried to use Vector 3 and GetComponent, but It gives this error: 'Assets/...
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2answers
47 views

Fastest way to neutralize scale in the transform matrix?

Let's assume we have 4x4 3D transformation matrix, that is the result of scale, rotation, and translation transforms. How to set its scale to (1,1,1) in the fastest way? Assume also that the matrix is ...
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1answer
39 views

How to compute a transformation matrix that describes each position and rotation on a sphere?

I am having an issue constructing my transformation matrices, for this sphere problem. I know the 3d coordinate of the center, and the radius of, the sphere. Since I know the radius and center ...
1
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1answer
121 views

Rotation in animation not working

I have a model of an SMG with arms exported from Blender and set to generic rig in unity import settings. I was creating an animation for this model in Unity Animation tab, it included changes in ...
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0answers
10 views

Clicking an entity with transformation

I am trying to understand how best to implement a click detection function in a 2d JavaScript game. I can demonstrate using a simple example of two square 'entities' which can be selected when ...
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1answer
65 views

SceneGraph in Entity Component System, Transformations

I'm recently learning entity component systems, and started implementing it into my test engine, however I'm having an issue integrating this with scene-graph, which I'm trying for the first time. ...
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1answer
72 views

Rotating A model in 3D so it matches its direction of movement

So I have a model of a spear and when it gets thrown I want to set the orientation of the spear to its direction. ( I also want to use this for other things like bullets pointing in the direction ...
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1answer
58 views

Rotate a UI Image exactly 360 degrees over the course of 1 second?

I have a UI Image that I want the user to click and have it rotate 360 degrees once on the z axis. I can get it to rotate through a coroutine but I'm having trouble making it stop once it is started. ...
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1answer
45 views

Error CS1061: doesn't contain a definition for `transfrom' and no extension method `transfrom' of type `PlayerControl' could be found [closed]

I tried finding a solution, but I couldn't find one. I'm getting the error: GameManager.cs(15,46): error CS1061: Type PlayerControl' does not contain a definition fortransfrom' and no extension ...
0
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0answers
20 views

JBullet & LWJGL Rendering objects with jbullet transform

I tried to render objects with jbullet matrix transform. Its something like that: get float array where is stored matrix then put it to floatbuffer and load to Matrix4f using load() function. Use ...
3
votes
1answer
1k views

Libgdx, how do i get the translation and rotation of a node from a model instance?

I have a model instance of a character, and a model instance of a sword weapon. THe character has a node on his right hand so he can "carry" the sword. Right now I use this code so the sword's ...
2
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2answers
47 views

What's the implication of right-handedness when building camera to world matrix?

I found these slides which go through the viewing transform in what I think is a easy way. However, I have hard time understanding two thigs: What would be the implication of using a right-hand ...
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1answer
57 views

Rotate object with mouse look script

I would like to rotate an FPS camera slightly upwards during a shot as an effect of recoil, but the problem is that I have a mouse look script as well and I assume it prevents me from achieving the ...
0
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0answers
54 views

What is the convention for column-major order matrix transformations?

According to this cheat sheet for CG, if I want to use column-major order for my matrix/vector math I have to multiply from the left applying transformations from right to left, i.e. v' = P * V * v I ...
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0answers
44 views

ASSIMP OpenGL collada and Skeletal Animation

first of all i would like to say that i read everything out there and still did not figure it out quite yet. In my project i need to implement a skinning technique, but before going there i need to ...
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2answers
60 views

Sprite doesn't move

Trying to create a 2d Top down random movement. I have the blendtree setup so that it faces the sprite in the right direction. However, I can't get it move right. It just flips back and forth between ...
0
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0answers
61 views

Making the CCTV and its Detection Area Pointing to the Player on Unity 5

I am now playing with the Unity Stealth project. Goal I want to make the CCTV pointing to the player (a sphere) instead of playing its rotation.y animation when the CCTV detection area is detecting ...
0
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1answer
59 views

Should a transform class store a matrix or seperate position/rotation/scale values?

I'm creating a transform class to make storing the transform of individual objects in a scene easier, but I'm unsure on how to do it. I could create one like this: class Transform { public: //......
2
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2answers
57 views

Strange behavior with transformation matrix

I'm fairly new to transformation matrices. I'm using them to translate and rotate nodes and their child nodes. The following code works when applied once, but shows strange behavior when applied many ...
2
votes
1answer
452 views

How do I animate Unity GUIComponents?

I want to transform my GUIWindow from the bottom of the screen to the middle whenever the user presses a button. How can I do this?
0
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1answer
83 views

Aspect ratio of drawn quad messed up after rotating

When I draw a quad that is rotating the aspect ratio of the quad gets messed up and the size changes. Gif of what is happening I am confident it has something to do with the way I calculate the size ...
0
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0answers
29 views

Rotate object from an origin using a transformation matrix

I'm making a project in lib GDX and I want to rotate an object by changing the transform matrix of the sprite batch to one that rotates an object rendered on screen a given number of degrees from a ...
4
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1answer
100 views

Do matrix manipulations for 3D graphics ever produce singular matrices?

A singular matrix is a matrix that cannot be inverted. The vecmath library, for example, throws a SingularMatrixException if you try to invert a singular matrix. I think I understand what singular ...
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0answers
12 views

Collision Hull not Transformed Correctly

My collision hulls aren't aligned after my "engine" digests them. I used Spine to create my content. So here is the hierarchical model of my bones. Where Root, LoadGame, NewGame, QuitGame, and ...
1
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1answer
77 views

Should I store local forward/right/up vector or calculate when necessary?

I'm working on an object picking and translation/rotation/scale gizmos system in my engine where you select objects and perform transformations on them in a 3d editor-like fashion (e.g. Blender) In ...
1
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1answer
57 views

What is more efficient: Using matrix translation to move a character, or using a vector/scalar?

In 2D or 3D, matrix transformations are used for rotation, scaling, and sheering. However, when it comes to movement, should I go out of my way to use and implement scalar/vector movement, or just ...
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votes
1answer
552 views

How to compute matrix transform local/world on OpenGL

I'm developing an OpenGL program where each object / entity contains m_WorldPosition, m_WorldOrientation, m_WorldScale and m_WorldTransform (Vector3, Quaternion, Vector3 and Matrix4f). The problem is ...
-1
votes
1answer
130 views

How to pitch, yaw, roll, an object like a flight simulator in OpenGL?

I'm working on a college Graphics project using LWJGL (OpenGL in Java). I've done most of the scene but I got a problem in figuring out the jet's orientation. Here's how I tried it at the very ...
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1answer
56 views

Terminology for the way Transformation Matrix Data is treated

I recently asked a question at math stack exchange and realize a similar questions is more suited for this forum, but the original is here: http://math.stackexchange.com/questions/1526601/terminology-...
2
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1answer
98 views

Ball's velocity vector, reflect against a point

I need to calculate the new velocity vector when the ball collides with one of the paddle's corners. Let d be the velocity vector of the ball, r the target velocity vector and n the surface normal ...
5
votes
2answers
12k views

How to extract euler angles from transformation matrix?

I have a simple realisation of entity/component game engine. Transform component have methods to set local position, local rotation, global position and global rotation. If transform is being set new ...
1
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1answer
80 views

Display mesh in front of camera

Im trying to display a mesh in front of the camera and FACING the camera ( I'm developing an small editor in wpf using helix3d). Pretty much something like this question I load my mesh into a ...
-2
votes
2answers
862 views

Transformations are not correct using GLM and OpenGL

The aim of my program is to render a simple colored triangle in rotation. The rotations are correct if all Z values of my vertices are equals to 0.0f. If one of these values are different of 0.0f the ...
7
votes
2answers
4k views

How is the gimbal locked problem solved using accumulative matrix transformations

I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, ...
0
votes
2answers
396 views

Using Unity's `transform.translate()` to translate relative to an object but only using two axis

I'm using transform.translate() to move an object around the world space, relative to the camera that is following it. The camera has an angle of 23 degrees on the X axis. The problem is that when I ...
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vote
3answers
171 views

Cube goes through objects

I have Unity Pro 4.6.1 and I am trying to make a cube move with the arrow keys. Here are the barriers before I move the cube: And here's when I move the cube (the problem): I don't want the ...
1
vote
1answer
119 views

Transformation by right vector using TransformPoint return an identical position

I think the following code should work. I'm trying to set the position of a GameObject where the pointer currently is, I mean, where the player is looking currently: public void SetTransform (...
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vote
1answer
84 views

Applying Transformation Matrices to VBOs in OpenGL

So I've recently tried to add Vertex Buffer Object Matrix transformation to an OpenGL engine I'm working on. I could go about this by applying the matrix to a copy of each vertex individually, but ...
3
votes
1answer
115 views

Make Camera Look at point using a World transformation matrix?

Variants of this question might have been asked on this site, but none of the answers I found worked in my case. I am trying to make a Camera look at a point. The camera has a world transformation ...