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Some recent topics started on our forums |
AS on Android (NDK)
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I know there had been some talk of this, I was just wondering if anyone had successfully use AS on Android? |
Posted June 7, 2010 9:49:04 AM
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OpenGL Drawing Lines and Points at perspective corrected sizes
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So OpenGL lines and points seem to always render the same size on screen regardless of how far from the viewer they are in the world. Is there a way to make them properly perspective corrected for distance? |
Posted February 28, 2010 3:16:27 PM
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LookAt() functionality for FPS (Euler Angle) Camera
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[I had posted this in the Game Programming forum, but thought it might be better here]
I have a FPS style camera that accumulates Euler angles, and works well. But now I want to implement a lookAt( Vector ) method which will take in a vector,... |
Posted February 26, 2010 1:43:12 PM
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LookAt() functionality for FPS (Euler Angle) Camera
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I have a FPS style camera that accumulates Euler angles, and works well. But now I want to implement a lookAt( Vector ) method which will take in a vector, and then calculate an absolute rotation in Euler Angles to aim the camera at that point i... |
Posted February 26, 2010 1:30:13 PM
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LookAt() method for camera
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I'm trying to implement a LookAt() method in my camera.
I accumulate Euler angles, but use a Quaternion to generate the finale rotation matrix as to avoid gimbal lock.
So for my LookAt() method I figured the following would be sufficient:
Su... |
Posted February 17, 2010 8:16:24 PM
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Game of Life: Redux
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As every computer science major in the world has done,
I created a simple version of John Conway's "Game of Life".
But this was a while ago. And one night when I was bored,
I started this project. I'm now using raw OpenGL calls to
do the r... |
Posted July 24, 2008 11:40:57 AM
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Gravitronix
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Gravitronix is a 8 player battle game which my self and 6 other guys worked on and has just released on WiiWare.
We were all pretty new at game development, and it was a great experience.
The engine was developed 100% from scratch.
Y... |
Posted October 14, 2009 10:35:48 AM
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Adding to Config Groups
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Having some problem with config groups since the refrence behaviors changed to be object behaviors.
I have 2 config groups:
Common (Base classes and functionality)
Client (Client specific classes and functionality)
So, I set up the common gro... |
Posted September 27, 2009 2:56:00 PM
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The next big thing
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This is all just out of curiosity and love for AS, nothing more :)
In the last year or so we've seen some truly major improvements and additions to Angel Script:
Classes
Property style getters and setters
JIT framework
... |
Posted October 5, 2009 2:49:09 PM
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Tests no longer in the releases?
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I use the stdvector.h file from the tests in my actual project, but in the latest release (2.17.1) the tests aren't included!
I grabbed it from the SVN, but still would be nice to include the tests in the releases again :) |
Posted September 27, 2009 2:42:46 PM
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Some recent replies made on our forums |
Info in the 2aw HUD
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Sounds interesting, could help simplify quick strategy decisions, looking forward to seeing it in-game :D |
Posted April 21, 2010 1:25:49 AM
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OpenGL Drawing Lines and Points at perspective corrected sizes
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Ah great thanks _Unicron_, this is what I was looking for, but I guess there is nothing like this for lines like the rest of the posters were saying huh. |
Posted February 28, 2010 4:09:19 PM
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OpenGl 3.0 Frustration
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OpenGL 3.0 is mostly a super set of functionality on 2.x so old tutorials will work just fine in 3.0 if I'm not mistaken.
Also, there isn't really an SDK to speak of, API references sure, but that's about it. |
Posted February 28, 2010 10:36:57 AM
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LookAt() functionality for FPS (Euler Angle) Camera
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Fantastic! It works perfectly now, thank you all for your time :D |
Posted February 26, 2010 3:59:09 PM
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LookAt() functionality for FPS (Euler Angle) Camera
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Hhhhmmm... Ok, I tweaked a few things and it seems to work. But maybe not 100%, i'm not sure:
void lookAt( float x, float y, float z )
{
VectorR3 v( x, y, z );
v -= m_position;
float r = sqrt( v.x*v.x + v.y*v.... |
Posted February 26, 2010 3:37:43 PM
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LookAt() functionality for FPS (Euler Angle) Camera
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Aahhh that makes a whole lot of sense now, thanks guys. |
Posted February 26, 2010 3:17:23 PM
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LookAt() functionality for FPS (Euler Angle) Camera
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Ah no my Z axis is not up, it's standard OpenGL coordinate system so -Z should be forward if I'm not mistaken, and +y is up.
Also how I'm applying the rotation is by generating a quaternion from the Euler Angles, then extracting a matrix from that... |
Posted February 26, 2010 3:08:08 PM
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LookAt() functionality for FPS (Euler Angle) Camera
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inline float zeroClamp( float x )
{
return ( std::fabs(x) > std::numeric_limits<float>::epsilon() ? x : 0.0f );
}
inline float wrap( float a )
{
while( a >= RAD360 || a < 0.0f )
{
... |
Posted February 26, 2010 2:51:30 PM
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LookAt() functionality for FPS (Euler Angle) Camera
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I had miss-typed and left out the sqrt() but fixed it, is that what you are referring to? Even with the sqrt() i'm still getting incorrect results though.
If there is something else amiss, i don't see it. |
Posted February 26, 2010 2:44:11 PM
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LookAt() functionality for FPS (Euler Angle) Camera
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Ok so let me see if I get this right:
void lookAt( float x1, float y1, float z1 )
{
VectorR3 v( x1, y1, z1 );
v -= m_position;
float r = sqrt( v.x*v.x + v.y*v.y ); // I'm not suppose to take Z into account?
... |
Posted February 26, 2010 2:12:22 PM
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