Eat. Sleep. Code: The Computer Programming Thread, Ver. 010

Thanks. While I’m trying to broaden my skillset some, c++/graphics, I think game design is something I want to seriously become a part of some day.

If not that, then a hobby probably.

What’s not to get? As I’ve said before, rotation, reflection, dilation, projection … each one of these has a corresponding matrix assigned to it. You want to rotate a vector in in one direction, and have it point in the opposite direction. There’s a matrix for that.: the product of the rotation and reflection matrices. Then, you take any vector you want and multiply it with this “rotation-then-reflection” matrix.

No math grad school for you? For shame …

I’ve been in college since 2005 except for a one yr break + all that pre college school. I’m tired of learning!

Besides if I went for a masters it would be in computer science. I seem to have a higher aptitude for it.

-trolls suck-

It’s not that I can’t do it, or I haven’t done it at work. I just don’t do it easily. Give me some quaternians and a rotation and I have to get out a pad of paper and start doing it. I’ve met people who just close their eyes and think for a little bit and then have an answer. They can also visualize what a certain matrix will do when added to the list of transformations, while I just can’t get that answer in my head that quickly. That makes it a lot harder for me to work with. I am envious of those people who just get it like that. Luckily I don’t have to do it that often.

Some general ways to think of 3d objects that helps.

  1. All objects are centered on the origin (0,0,0) if the model is created properly. This is what’s called “Model space” what that means is if you rotate it in model space it will rotate how you think rotating a ball in your hand would.
  2. Objects in our game world need to be able to move about the world so they have a world position. This is naturally called “World Space”. This just means you applied a Translation matrix to the model to move it from centered at (0,0,0) to where it actually need to be. If you move something to “World Space” and then rotate it you’ll be orbiting around (0,0,0) rather than rotating in place.

so what if you want to orbit something around a pole or something that isn’t centered around (0,0,0), let’s say (5,5,5)? All you do is figure out how far you want the radius to be (let’s say 2). Then we know that if we translate then rotate we create an orbit, so we can translate (0,0,2) then rotate (2 degrees/s) then translate equal (5,5,5). However, why do I translate (5,5,5).

What did I just do there? I kept the model in “Model Space” and created the animation I wanted then moved it out to the actual world. In general that’s how almost all animations are done. Animate in model space then finally translate to world space.

It might sound complicated but once you start messing with it, it’ll make a lot more sense.

Bleh, wish I could find an indie group that had some motivated artists. I love making level designers and such. Really good tools are the difference between making a game being a labor of love, or just a labor.

It’s funny cause I still have a notebook with all of my drawings that explain this exact thing to myself. I remember having to look at it so much in the last engine I wrote, and I know if I have to do that again at some point I will be getting that notebook out again. I work with this so rarely that it doesn’t bother me too much that it takes me five times (or more) longer than a good graphics programmer would take. It’s done and I won’t have to do it again for a long time :slight_smile: I’d much rather be writing gameplay or AI.

Also that’s the damn truth about tools.

Does anybody here know how to make a simple Full Adder with A, B, Cin, Cout, and Sum varaibles using Xlinix? I just recently installed the programming and I’ve been messing around with it, making simple schematics and simulating them just to get used to it but I’m kind of stuck with making FAs. How do I make the schematic? Do I design it as a rectangle with A, B, Cin on the left side and Cout and Sum on the right or do I make a full SOP or POS schematic?

Free unity license until april 8th for iOS and Android. Not even sure what the hell it is, but free is free.

Interesting, but Jesus Christ, $1500 for the Pro version. Sounds like creating video games is indeed more expensive than I thought it is.

It depends, XNA is free, directx is free, fmod is free open gl is free, visual studio express is free and has plenty of options. Unreal and unity are costly, but honestly having worked in both for a decent time now I prefer to make my own engine anyway. Also unities free version gives you most everything that you’d need.

Oh what the hell. Finished engine using direct x for pc and marmalade for iphone/android, which I chose because I didn’t want to pay for the unity add ons. Now its free and I have to spend today considering if I should restart the project, that’s more than halfway done.

Seriously thanks for the link man. I would have totally missed this.

programming in C++ for the first time in years…I’ve forgotten so much XD

Funny, I heard the $1500 price tag and thought “Wow, that’s way cheaper than I’d expect”

Yeah but when I downloaded it I read the terms of use. Companies aren’t suppose to use free unity. I think it said that if you have profits more than 100,000 you can’t use it to make your prducts.

I skim terms ofuse and license agreemets now. It said something like that.

-trolls suck-

True but if you’re making more than 100,000 you can probably afford the 1500, heck I make 51k and I could afford it(though it WOULD suck for my budget), though my general expenses is pretty low.

Yeah I figure that. I think there’s some core awesme thing with the paid one.

Or maybe its just a legal pitfall to get them money?

If you’re in the business of making games, nothing is free. If your games are making money and you used someone else’s software to do it, they want compensation.

I’m curious, are there any Windows Phone developers here besides myself? I feel like I’m alone making WP games while everyone else is making Android or iOS games. I’m sure Unity has something to do with that. It seems making WP games is an advantage in the sense that you aren’t competing with anyone; if I wanted to create, say, a Draw Something clone, I could do it and reap all the benefits because the Draw Something developer doesn’t have a presence in the Marketplace.

true, but I think windows phone OWNERS are also pretty rare, I in fact live/work(and have lived for many years) right next to microsoft and I don’t know ANYONE with a windows phone, not even microsoft employees.

Yeah exactly, whats the userbase like? Other Windows Phone devs probably.

But you totally should do a Draw Something clone, my wife won’t stop playing that. You’d be rich like the guys who made Minecraft clones on XBox Live indie and got rich too

The advantage of the windows phone marketplace is if you can get on there you have way less competition. I’m not really planning on making any games, but I’m going to be working on windows phone development this summer. Hopefully I can pick up enough stuff before spring quarter is done so I can get started.

I’m starting to see more Windows phones though, my microsoft friend says the new ones are looking a lot better.