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Member Since 20 May 2011
Offline Last Active Jan 31 2013 03:04 AM

Posts I've Made

In Topic: Third Person Camera Tweaking rotation curve

31 January 2013 - 03:04 AM

Can you maybe link to a video of the type of 3rd person camera rotation you're trying to achieve. The implementation I have for my game just does it by rotating the camera based on the distance the cursor is from the center of the screen, but I'm not sure what kind of smooth rotation curve you're trying to implement.

Could be that I have a bug if a linear curve works enough for you. I don't know I just find it that it feels a bit off when I am moving around and rotating the camera. I find the speed to be a bit off and the rotation to be a bit "laggy". It isn't lagging it just feel like it. Also do you reset the mouse position to the center again?

Looking at it now I might know what. The input state expects the rotation vector to be between -1 and 1 so the vector is clamped to that range. The Mouse position is in pixels right, so in order to get any kind of movement I have to move by at least one pixel. With the sensitivity I have in the example I only need to move 2 pixels in order to rotate at "full speed".

Here's a revised version:
state.cameraRotation.X = (((float)mouse.X - EuphoriaGame.Root.Instance.myWindow.ClientBounds.Center.X) * MouseSensetivity) / (Core.Instance.myDefaultViewPort.Width / 2);
state.cameraRotation.Y = (((float)mouse.Y - EuphoriaGame.Root.Instance.myWindow.ClientBounds.Center.X) * MouseSensetivity) / (Core.Instance.myDefaultViewPort.Height / 2);
Increased the sensitivity to 20 and also doubled the actual rotation speed. Now it's starting to feel right, still not there but getting there. Thanks, I think I only needed someone else to tell me that they used a linear curve as well. I was going off waaaaay in the wrong direction.

Thanks again Rorakin :)

In Topic: Problem reconstruction position form depth

29 November 2012 - 04:14 AM

Our engine uses one of the methods that are proposed on this website: http://mynameismjp.wordpress.com/2009/03/10/reconstructing-position-from-depth/
The link here though gives you directly to the one you seem to be trying to achieve.

The difference between GLSL and HLSL is pretty small so hopefully there shouldn't be any problems. But if you do get problems or you find what he has written hard to understand I'll help you out. Though give that link a try first :)

In Topic: SFML 1.6 Sprite Vectors

29 November 2012 - 04:06 AM

Well a vector in C++ is a dynamic array in the standard library. I hope you got your fundamentals in programming. I don't think there really are any examples that will show you how to use specific case. The best thing I can redirect you to is basic programming tutorials.

Anyway I can at least give it a try to explain :)

Like I said a vector is an array that dynamically expands depending on the need. Let's say we have 5 elements in it and it's size is 5 as well. If we add another object the vector will resize to fit your need. Why you would want a vector to control and render the sprites is because in most cases you don't know how many sprites you will be needing.

Most often you encapsulate the sprites inside another class, let's say an Entity. You have a vector containing all entities in the world. What you would do now is that you iterate over this array and call the update function on the seperate instances in the vector in order to "control" the sprites inside them. You could render them in there as well but most often you want to seperate that out to it's own function or even own abstraction.

A quick example:
[source lang="cpp"]std::vector<Game::Entity> gameEntities;gameEntities.push_back(LoadEntity(1));gameEntities.push_back(LoadEntity(2));gameEntities.push_back(LoadEntity(3));gameEntities.push_back(LoadEntity(4));// More initialization code// And then on every frame in the mainloop:for(int index = 0; index < gameEntities.size(); index++){ gameEntities[index].Update(elapsedTimeSinceLastFrame);}[/source]
Also, I recommend that you have a look at SFML 2.0RC instead of using legacy SFML 1.6