Search found 100 matches

by ryan_the_jedi_knight
Jun 15, 2009 17:59
Forum: Game Dev
Topic: Perspective Correct Texture Mapping?
Replies: 1
Views: 2139

I figured it out. I have to interpolate the U and V with respect to z with respect to y on the outside also. In other words (U/Z)/Y and (V/Z)/Y. Here's the code: Type Vect3D x As Single y As Single z As Single End Type Type Vect2D x As Single y As Single End Type Type Poly3D p1 As Vect3D p2 As Vect3...
by ryan_the_jedi_knight
Jun 14, 2009 1:34
Forum: Game Dev
Topic: Perspective Correct Texture Mapping?
Replies: 1
Views: 2139

Perspective Correct Texture Mapping?

I looked up how to do this recently, and I tried to implement this method http://www.gamedev.net/reference/articles/article331.asp with Rel's Affine Texture Mapper. It draws as if it was Affine. =/ Help please? The main subroutine that the problem is in is PolyFillTexPerspective. Honestly, I know it...
by ryan_the_jedi_knight
May 24, 2009 13:07
Forum: Game Dev
Topic: Raycaster screws up?
Replies: 0
Views: 1843

Raycaster screws up?

I have been mostly successful at writing a raycaster, yet if you try this and move around a bit (using the wasd keys), you notice that the walls become screwy at some places due to a screwed up distance, I think. But really, I'm not sure what to attribute this to. 'Rhyno's Raycaster '© 2009 by Ryan ...
by ryan_the_jedi_knight
Feb 13, 2009 17:11
Forum: Game Dev
Topic: Raycaster doesn't work?
Replies: 1
Views: 1947

Raycaster doesn't work?

I was using F. Permadi's raycasting tutorial as a guide for one, and for some reason my raycaster likes to hang up at certain points and crash. I was figuring it was anywhere there's a divide by zero, and so I tried to set it up so that it didn't happen anywhere. Also, I get a reversed-fisheye effec...
by ryan_the_jedi_knight
Feb 03, 2009 2:48
Forum: Game Dev
Topic: Projection Matrix camera center?
Replies: 7
Views: 4782

Just bringin' up my post.
by ryan_the_jedi_knight
Feb 02, 2009 0:46
Forum: Game Dev
Topic: Resurrecting old game engine
Replies: 4
Views: 2575

I had fun with it!

I think you might want to extend the wings time for just a bit longer, though.

Also is there an actual end to this?

Good, though, nonetheless! :D
by ryan_the_jedi_knight
Feb 01, 2009 23:51
Forum: Game Dev
Topic: Projection Matrix camera center?
Replies: 7
Views: 4782

Maybe you're right...The whole reason I was switching anyways is because of a routine I made that I was going to use for staying above a certain level of ground on a map (say, 10 units up). For some reason, it doesn't like any of the values I give it... Here's the code for both 2-D and 3-D. It's pre...
by ryan_the_jedi_knight
Feb 01, 2009 22:52
Forum: Game Dev
Topic: Projection Matrix camera center?
Replies: 7
Views: 4782

Dr_D wrote:I wouldn't use a projection matrix in software at all, honestly. It might be convenient, but much slower than just transforming the points inline. ;)
So I should just use Rel's equations, you say?
by ryan_the_jedi_knight
Feb 01, 2009 22:41
Forum: Game Dev
Topic: Projection Matrix camera center?
Replies: 7
Views: 4782

When you multiply your world-space object vectors <x,y,z,w> by that matrix, you can then just divide <x, y> by the w coordinate, and you'll have your 2D projection! If you transform the world-space coordinates by the projection matrix, then your camera (or eye) is at (0,0,0). You are missing a key ...
by ryan_the_jedi_knight
Jan 31, 2009 22:39
Forum: Game Dev
Topic: Projection Matrix camera center?
Replies: 7
Views: 4782

Projection Matrix camera center?

I was looking at the math articles (in particular, the Matrix articles) on GameDev.net, and I ran across a rather nice PDF file which explained 3d-graphics concepts (vectors, matrices, transformations, object space, world space, & camera space) rather well. The guy even had a rather simplified p...
by ryan_the_jedi_knight
Jan 31, 2009 18:17
Forum: Game Dev
Topic: gluPerspective style matrix?
Replies: 3
Views: 2411

I've got it working, thanks to an explanation from this article: http://www.cs.kuleuven.ac.be/cwis/research/graphics/INFOTEC/viewing-in-3d/viewing-engels.html However, the Frustum matrix doesn't work well at all. The Perspective one works perfectly though (albeit I can't figure out where the camera ...
by ryan_the_jedi_knight
Jan 31, 2009 8:00
Forum: Game Dev
Topic: gluPerspective style matrix?
Replies: 3
Views: 2411

Hey all, I realized I had rows-columns reversed, and so I switched them out. Now I can do stuff directly... however I still can't divide by z without screwing up. Oh, and I added a glFrustum style matrix function. Technically, the way it's set up it acts like an orthographic projection because the Z...
by ryan_the_jedi_knight
Jan 30, 2009 16:22
Forum: Game Dev
Topic: gluPerspective style matrix?
Replies: 3
Views: 2411

Oh, and the functions that are in question are Set_Mat_Perspective() and then how it's called in Render().
by ryan_the_jedi_knight
Jan 30, 2009 16:21
Forum: Game Dev
Topic: gluPerspective style matrix?
Replies: 3
Views: 2411

gluPerspective style matrix?

I went here: http://www.opengl.org/sdk/docs/man/xhtml/gluPerspective.xml And I saw that they had the specification for the matrix itself that they made, so I went ahead and coded it in one of my own routines. After that, I tried multiplying my model matrix by it and then dividing the result by the z...
by ryan_the_jedi_knight
Jan 28, 2009 0:36
Forum: General
Topic: Creating a compiler in FreeBASIC?
Replies: 6
Views: 2244

Creating a compiler in FreeBASIC?

I was contemplating at one time creating a small-language compiler in FreeBASIC for Windows. However, what kind of exe format does Windows use, and from what I've seen towards the end of executables (viewed in a hex editor), there's a whole list of functions... how's all that tie together?