Search found 67 matches

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Search found 67 matches Page 1 of 7
by JackStone
Wed Oct 05, 2016 2:17 am
Forum: C++
Topic: Confusing issue when moving points in the renderlist
Replies: 10
Views: 1750
Hello, thank you for your reply. I had a good look at that link, and I do think it helped a lot. It is possible that I am closer than I thought. I actually have code that rotates a point (using Rodrigues' rotation formula). However, this seems to rotate about the wrong origin point. I think if I cou...
by JackStone
Sun Sep 25, 2016 7:19 am
Forum: C++
Topic: Double-Precision Rendering of Large Objects in T3D
Replies: 3
Views: 846
Sorry, I only just noticed this. I have looked at those tutorials in detail, thanks Daniel, they are hugely useful.
by JackStone
Mon Sep 19, 2016 7:11 am
Forum: C++
Topic: Confusing issue when moving points in the renderlist
Replies: 10
Views: 1750
Hi, Thanks for your reply, I think you're right, translating probably won't do it. Ah, and there is matrix math again :P I'm still not great with that stuff, it's probably why I haven't figured this out yet. From what I am told, I don't need to actually convert too a spherical coordinate system, is ...
by JackStone
Fri Sep 09, 2016 7:50 pm
Forum: C++
Topic: Confusing issue when moving points in the renderlist
Replies: 10
Views: 1750
I have the 3D gravity completely done, that was fairly easy. That just pulls the player towards the center of the world though, it doesn't seem to help with moving/offsetting the terrain. The player is already moving in a spherical path, really, since the terrain itself is actually working an paging...
by JackStone
Mon Sep 05, 2016 12:35 am
Forum: C++
Topic: Confusing issue when moving points in the renderlist
Replies: 10
Views: 1750
Of course, you are absolutely right! I realised this myself a day or so ago, and your post put the final little piece into place. The problem wasn't with the *planet*, it was with the *player*. I thought I was making this easier by moving the player along one axis only, but of course that is essenti...
by JackStone
Sun Sep 04, 2016 3:00 am
Forum: C++
Topic: Confusing issue when moving points in the renderlist
Replies: 10
Views: 1750
Yeah, I am basically just doing this: nn1 += moveoffsetvec; Where the moveoffsetvec is a simple vector. I was just doing: nn1.x -= 10000, which was even simpler. However, if you look at this image: http://phoenixgamedevelopment.com/blog/wp-content/uploads/2016/09/PhoenixGameDevelopment-04_09_2016-01...
by JackStone
Wed Aug 31, 2016 7:07 am
Forum: C++
Topic: Confusing issue when moving points in the renderlist
Replies: 10
Views: 1750
Hi, I have run into something of a brick wall with my spherical terrain implementation (again!). I may have gotten myself into a situation that can't actually be resolved here, I'm still trying to figure out what the problem is exactly, and I'm hoping someone here can shed at least a little light on...
by JackStone
Mon Aug 08, 2016 7:11 pm
Forum: C++
Topic: Changing Players Orientation per tick in UpdateMove()
Replies: 14
Views: 1500
I actually got this working, it turned out to be so simple. I just needed to change: runAcc.z = 0; to runAcc.z = runAcc.z * mDataBlock->airControl; Inside: else if (!mSwimming && mDataBlock->airControl > 0.0f) That enables full 3D rotation and movement. This is pretty cool, I can walk all ar...
by JackStone
Sun Aug 07, 2016 3:32 am
Forum: C++
Topic: Changing Players Orientation per tick in UpdateMove()
Replies: 14
Views: 1500
Alright, the camera issue is fixed. I now just have one issue left, and that is that the players movement direction changes when their orientation changes. IE, pressing the forward key when the player is oriented with Z-Up moves them forward, but when Y is up the forward key moves them in a differen...
by JackStone
Sat Aug 06, 2016 8:45 am
Forum: C++
Topic: Changing Players Orientation per tick in UpdateMove()
Replies: 14
Views: 1500
Hi, Thanks again for your help. I am using standard move, and the code you posted *almost* fixed the issue. The camera is stable, but now, for some reason, the players head moves by itself to face a particular direction, and every time I move the camera, it return to that same spot. So there must be...
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Search found 67 matches Page 1 of 7