4,010 reputation
814
bio website stevehazen.wordpress.com
location California
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visits member for 3 years, 11 months
seen 14 hours ago

email: steve (dot) hazen @ gmail (dot) com


Jul
19
reviewed Approve suggested edit on Swinging a sword in Xcode with Sprite Kit
Jul
19
revised XNA - Making 2D Hexagons Connect With Each Other
added 334 characters in body
Jul
19
answered XNA - Making 2D Hexagons Connect With Each Other
Jul
18
comment Why isn't my Blender FBX not appearing in XNA?
if your cube is larger that 10 units, then it is possible your camera is located inside the cube and the backfaces of the triangles are not being drawn. never mind, just re-read the original question
Jun
13
revised Predicted target location
added 28 characters in body
Jun
13
revised Predicted target location
deleted 8 characters in body
Jun
13
answered Predicted target location
Jun
8
answered Rotation matrix for a 3D vector
Jun
8
comment Rotation matrix for a 3D vector
Randy, your solution is challenged when v is pointing more than 90 degrees away from zAxis (dot results are acute only). It might be worth adding a test to see if v.z is less than zero. If so, then angle = 1/2pi - theta + 1/2pi.
Jun
7
revised FBX 3ds max export, bad vertices
added 309 characters in body
Jun
7
answered FBX 3ds max export, bad vertices
Apr
16
revised Relative Position/Rotation calculation
deleted 178 characters in body
Apr
16
comment Relative Position/Rotation calculation
I've edited my answer be reversing the order of multiply in the 1st snippet and by removing the note about column major matrices which I assumed was correct but can not test. Here is what I used to test this edit before correcting it: pastebin.com/b7awPZRY This was in Xna. As far as the position comment by sam, I interpreted the positions to be independent of the matrices due to the OP's first sentence that they were in world space. If I have missed the intent of this question, please feel free to let me know and delete my answer if necessary.
Mar
16
answered Relative Position/Rotation calculation
Mar
3
awarded  Custodian
Mar
3
reviewed Approve suggested edit on Why is my gameloop logic not being restricted to 60 per second?
Mar
3
comment Planet gravity?
Try communicating what you mean more clearly. You probably have a nice picture in your mind's eye of exactly what you're talking about but you have not done a good job of conveying it to us.
Feb
23
comment 3D-Physics of a Rubber Ball (Squash)
This is a tough question to handle. Not because of the physics involved, but because I think most responders will only respond to a few (less than 5) of your questions at a time. But for you to mark an answer as correct, all 5 would need to be addressed in a single answer. I find I'm itching to respond to your #5 but reluctant to put is in an answer because it would seem like such an incomplete one.
Feb
21
comment XNA and HLSL shaders - Instancing using World Matrix array
yes, very possible and common. Study the sample to groc the gist of the concept and implement it any way you want.
Feb
21
answered XNA and HLSL shaders - Instancing using World Matrix array