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

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712 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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1answer
960 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 ...
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1answer
36 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 ...
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1answer
140 views

Does Transform.childCount not work correctly?

This is my code: void OnTriggerEnter(Collider collide) { if (collide.gameObject.transform.tag == "Laser") { Debug.Log ("Inside If"); Transform resourceTransform = collide.transform; ...
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1answer
40 views

Bullet Physic: Stack transformations on body after adding

How can I stack multiple transformations on a body? I mean... Rotate, translate and then rotate again? If I understood, a transformation on a rigid body can be made like this: btTransform ...
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1answer
433 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 ...
2
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0answers
102 views

Shadow mapping - Can't get the right texture coordinates

I'm trying to implement shadow maps for Spotlight's, but alas I can't get them to work. I have verified that my fragment shader is getting the shadow map texture. I can sample from it in the ...
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0answers
180 views

How do I create a view matrix directly from a quaternion and a position vector?

Given a quaternionic camera such that: typedef struct { vector3 upReference; vector3 rightReference; vector3 forwardReference; vector3 position; quaternion orientation; ...
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26 views

SDL and smooth transition between changed movement direction

I have an object at position (x,x). Using SDL keyboard events every time the user presses one of the arrow keys the objects is to be translated (via a glTranslatef() call for the x and y axes) by a ...
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0answers
107 views

Transformed Vertices have wrong Z Axis

For quite some time I've been working on my open 3D game engine, to learn how this stuff works. You can see the full codebase relating to my problem here on GitHub. I'm using an OpenGL 3.3 Core ...
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0answers
124 views

parented/constrained object transform lags when moving character in unity3D

Hi I have a simple raycast-base gun that emits particles along it's path to fake bullets. Whenever I move the camera/character- the particles are misaligned, as well as anything else I try to modify ...
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34 views

Connecting a model's joint to the joint of another model

I am trying to figure out the math behind orientating and translating a model so that a specified point on the model will connect with a specified point on another model. For example, given the ...
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0answers
72 views

Relative Transformations for Bones

I'm using Blender to export my armatures in relative coordinates, and I'm trying to get to absolute coordinates in my engine. For the above example, the childBone's tip is an offset of [-1,0,0], ...
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0answers
301 views

World to Pixel Transformation

My objects have a location in world coordinates (basically 1.0f is a meter). If I simply draw my objects using their world coordinates, each meter will correspond to a pixel. Obviously that's not what ...
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0answers
578 views

Move parent according to child axis in Unity?

Can I ask my parent to move according to the child axis? This means if I turn right, then right again, the parent has to be at 180° from its original position, and not only at 90° (because "Right" ...
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17 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 ...
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0answers
10 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 ...
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69 views

Translation & Rotation Transform Hierarchy

I've struggled to find a hierarchical transform class in C++ that is similar to that of Unity's (without scaling) that uses quaternions as opposed to matrices. So I figured creating my own wouldn't be ...
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0answers
19 views

Unity - Decrease/Increase the “Z axis” angle axis on Update()

What is the best way to Decrease/Increase an angle without using "eulerAngles"? I need turn my transform between 30 and 325, according to my "Y axis". If it is less than zero we reduce the value of ...
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23 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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0answers
27 views

Rotating a directional light about y axis (DirectX11)

I have 2 fixed objects in a scene and a directional light which I am rotating on each update but I am not sure if I am doing it correctly after looking at the results. Here is the code: rot += ...
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0answers
37 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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36 views

Coordinates estimation

Hi im using artoolkit to extract the coordinates of the marker im detecting with the camera. I need to know the values returned when arGetTransMat is the coordinates (x,y,z) which is returned ...
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65 views

In Java swing, while handling a 2D top down game, how should I handle scaling for quality transformations (mainly screen rotation)

For my top down game, I plan to have screen rotation where entities don't rotate, but everything else does. I am using a raster array to store my image so I don't have to render things stacked on each ...
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0answers
87 views

OpenGL model transforms wrong on AMD GPU

I've been writing a program that uses OpenGL to display some simple 3D models (rays, cuboids, spheres and simple meshes). I am targeting the programmable pipeline in OpenGL 3.2. So far I have been ...
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144 views

Java Slick2D rotating a Shape using transform(Transform.createRotateTransform())

I have spent most of the day trying to debug this tiny piece of code, and I can't for the life of me figure it out. I'm making a pong game for the Mini Ludum Dare currently going on. I am programming ...
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485 views

OpenGL - Arcball camera rotation

I'm implementing arcball camera rotation, whereby a camera is looking at a coordinate and rotates around it in the x-axis or the y-axis such that the camera is circulating around it; the y-axis will ...
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76 views

Translate click on screen to point on plane in 3D space

I am creating a 2.5D game with the camera at a slight angle, like so: The grid is the "playing field," and the positive x, y, and z directions are labelled. I already know all the details about ...
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93 views

How to translate vertex buffer coordinates in 2D

I am trying to (using a 2D Directx9 engine library) rotate/translate a set of points in a vertex buffer. I understand how this would be done in a 3D system - i.e using the vertex shader stage of ...
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170 views

Zooming in isometric engine using XNA

I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house ...
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63 views

Rasterizing euclidean planes

I'd like to visualize a BSP tree. To do this, I need to project an arbitrary euclidean plane onto a projection plane. I was thinking about calculating the intersections of the plane with the viewing ...
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0answers
36 views

Constrain parent node transform to child bounds

If I have some node rendering tree set up, where a node basically has a draw method to render things, and a transform, represented as a 3x3 matrix, with scale and translation. Now, I would like to ...
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78 views

Transform a Screen Delta

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 ...