Has anyone considered a implementation of this? the graphics look promising:
http://www.sciencedirect.com/science/article/pii/S0305054801000338
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Delfi
Member Since 04 Feb 2004Offline Last Active Oct 12 2012 05:54 PM
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In Topic: sync area partitioning
07 October 2012  03:38 PM
In Topic: sync area partitioning
03 October 2012  02:18 PM
I asked for a suggestion on which algorythm to use to partition the world into these zones based on where players are, i understand the concept but not what algorythm is generally used to calculate these zones.
In Topic: convert left hand rotations to right hand
05 August 2011  06:54 PM
Dude, can you decompose that into some kind of pseudocode? i have no idea how to calculate such a reflection matrix..
In Topic: so, what happened to "favorites"?
30 July 2011  03:55 AM
I don't wish to watch "topics", i want to watch forum >sections< that matter to me.
In Topic: instead of glRotatef build a matrix
23 April 2011  03:50 PM
Ok, thanks to everyone, here's the final working version:
This finally matches the game's map files to build a proper matrix, it uses this with some "odd" quaternion conversion routine, which i couldn't reproduce with any other quaternion to matrix algorythm on the internet:
But this only works on game file quaternions. If i use this on the game's quaternions from the memory i get some strange results, i'll post that as another question if i can't figure it out soon :S
function CreateGlRotateMatrix(angle, x, y, z: single) : TMatrix; var axis: TVector3f; b, c, ac, s: single; invLen : Single; begin angle:= vectorgeometry.degtorad(angle); invLen:= RSqrt(x * x + y * y + z * z); x:= x * invLen; y:= y * invLen; z:= z * invLen; result:= IdentityHmgMatrix; c:= cos(angle); s:= sin(angle); result[0,0] := (x*x) * (1c)+c; result[1,0] := x*y * (1c)z*s; result[2,0] := x*z * (1c)+y*s; result[0,1] := y*x * (1c)+z*s; result[1,1] := (y*y) * (1c)+c; result[2,1] := y*z * (1c)x*s; result[0,2] := x*z * (1c)y*s; result[1,2] := y*z * (1c)+x*s; result[2,2] := (z*z) * (1c)+c; end;
This finally matches the game's map files to build a proper matrix, it uses this with some "odd" quaternion conversion routine, which i couldn't reproduce with any other quaternion to matrix algorythm on the internet:
// preprocess quarternion rotations X := rx; Y := ry; Z := rz; W := rw; S := Sqrt(1.0  W * W); // divide by zero if not (S = 0) then begin Axis[0] := X / S; Axis[1] := Y / S; Axis[2] := Z / S; Angle := 2 * geometry.ArcCos(W); if not (Angle = 0) then begin rotang:= CreateGlRotateMatrix( Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]); glMultMatrixf(@rotang[0,0]); //glRotatef(Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]); end; end;
But this only works on game file quaternions. If i use this on the game's quaternions from the memory i get some strange results, i'll post that as another question if i can't figure it out soon :S