 Home
 » Viewing Profile: Posts: Purebe
Purebe
Member Since 27 Jul 2010Offline Last Active Mar 29 2012 09:26 PM
Community Stats
 Group Members
 Active Posts 14
 Profile Views 1,191
 Submitted Links 0
 Member Title Member
 Age 27 years old
 Birthday May 24, 1989

Gender
Male

Location
Richmond Kentucky
Posts I've Made
In Topic: Projectors and Perspective Matrices
13 March 2012  05:35 PM
I have no idea but I have to comment on how awesome that is!
In Topic: Drawing a 3D grid?
13 March 2012  01:10 AM
Yeah I just finished designing my own grid generating code (turned out eerily similar to the code I was referencing....wonder why )  but I understand it now. It's a lot simpler than I thought, I get overwhelmed easily sometimes in math sort of subjects.
To me this seems to be a better way of doing grids than loading a mesh grid if you want to use the grids to "place" objects at the right coordinates (as a "reference" grid). My goal is to design a 3D level editor that is rather intuitive to use, as if you were walking around in say Minecraft and building (except with meshes, cameras, lights, etc, rather than blocks)
Then I'm going to use that as a basis for the games I make in XNA with 3D, and as I go along add more and more functionality to the level editor. I feel like doing grids (generated this way) is more accurate than using meshes, but I'm probably wrong on that. Maybe it's just a preference thing?
Next up: generating grids with triangle's rather than rectangles as the "meat"
To me this seems to be a better way of doing grids than loading a mesh grid if you want to use the grids to "place" objects at the right coordinates (as a "reference" grid). My goal is to design a 3D level editor that is rather intuitive to use, as if you were walking around in say Minecraft and building (except with meshes, cameras, lights, etc, rather than blocks)
Then I'm going to use that as a basis for the games I make in XNA with 3D, and as I go along add more and more functionality to the level editor. I feel like doing grids (generated this way) is more accurate than using meshes, but I'm probably wrong on that. Maybe it's just a preference thing?
Next up: generating grids with triangle's rather than rectangles as the "meat"
In Topic: Drawing a 3D grid?
12 March 2012  06:40 AM
Ah well I understand the code, it's getting my head around the method it's using to create the grid, and I'd like to be able to extend it into the y direction as well, also to be able to do it with different primitivetypes etc.
I was hoping for a more complete reference to getting all of that geometry "down" or something. I'm not sure of the right words to describe what I mean here, sorry.
This particular bit of code is a beginning and I can probably extend onto the rest of what I want to do from it, but, I imagine there has to be a standardized way of doing these sort of things and I think that's what I'm really looking for. Thanks for the explanation though!
I was hoping for a more complete reference to getting all of that geometry "down" or something. I'm not sure of the right words to describe what I mean here, sorry.
This particular bit of code is a beginning and I can probably extend onto the rest of what I want to do from it, but, I imagine there has to be a standardized way of doing these sort of things and I think that's what I'm really looking for. Thanks for the explanation though!
In Topic: Confused a bit on the matrix math in 3D programming
10 March 2012  02:57 AM
@Nico: I'm trying to understand how the final rendered scene is set up.
My current "understanding" is that for any entity you take that entities world matrix, multiply it by the projection and view matrix, and then preform that transformation matrix on the entity itself. Then if that entity is visible from the origin it should be rendered on screen, and if it's not that's how we know not to render it in the final scene. Hopefully this is correct.
@Trienco: That helps me understand the view matrix and world matrix relationship much better, thank you! (actually it seems your entire post is exactly what I was looking for, but as I wrote above I'm not entirely certain I get it yet but I think this makes sense.)
PS: Is there any way to enable spell checking on these forums? Fire fox usually works in these boxes but it doesn't seem to want to on this particular website
My current "understanding" is that for any entity you take that entities world matrix, multiply it by the projection and view matrix, and then preform that transformation matrix on the entity itself. Then if that entity is visible from the origin it should be rendered on screen, and if it's not that's how we know not to render it in the final scene. Hopefully this is correct.
@Trienco: That helps me understand the view matrix and world matrix relationship much better, thank you! (actually it seems your entire post is exactly what I was looking for, but as I wrote above I'm not entirely certain I get it yet but I think this makes sense.)
PS: Is there any way to enable spell checking on these forums? Fire fox usually works in these boxes but it doesn't seem to want to on this particular website
In Topic: Confused a bit on the matrix math in 3D programming
10 March 2012  01:40 AM
Okay, so that means that the world matrix is actually just defining properties of an entity in the world (more precisely, it is multiplied by the "position" matrix of each entity to get them properly situated in world space)
But...what is being multiplied by the view matrix? Each entity in the world space that can be seen looking out from where the view matrix position is? (But that can only be determined by the projection matrix...but what does the projection matrix get multiplied by?)
I'm starting to get a better understanding of it I believe but I'm still not clear on the view matrix and the projection matrix. I understand that the view matrix "sets up" the camera and the projection matrix "sets up" what it can see, I think, but, I don't understand how that is achievable by matrix math?
But...what is being multiplied by the view matrix? Each entity in the world space that can be seen looking out from where the view matrix position is? (But that can only be determined by the projection matrix...but what does the projection matrix get multiplied by?)
I'm starting to get a better understanding of it I believe but I'm still not clear on the view matrix and the projection matrix. I understand that the view matrix "sets up" the camera and the projection matrix "sets up" what it can see, I think, but, I don't understand how that is achievable by matrix math?