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

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733 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
108 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
304 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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votes
1answer
45 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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votes
1answer
562 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 ...
3
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0answers
128 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 ...
2
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0answers
265 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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vote
0answers
42 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
118 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
152 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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0answers
35 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 ...
1
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0answers
75 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], which ...
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0answers
308 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
676 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" ...
0
votes
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; ...
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0answers
11 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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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 ...
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0answers
46 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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0answers
63 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 ...
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0answers
33 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
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 ...
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0answers
114 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
23 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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0answers
29 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 += 0....
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0answers
56 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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74 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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584 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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0answers
93 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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0answers
111 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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0answers
196 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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0answers
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 ...
0
votes
0answers
40 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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0answers
87 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 ...