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Member Since 04 Feb 2004
Offline Last Active Oct 12 2012 05:54 PM

Posts I've Made

In Topic: sync area partitioning

07 October 2012 - 03:38 PM

Has anyone considered a implementation of this? the graphics look promising:


Posted Image

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:

function CreateGlRotateMatrix(angle, x, y, z: single) : TMatrix;
	axis: TVector3f;
	b, c, ac, s: single;
	invLen : Single;

	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) * (1-c)+c;
	result[1,0] := x*y * (1-c)-z*s;
	result[2,0] := x*z * (1-c)+y*s;

	result[0,1] := y*x * (1-c)+z*s;
	result[1,1] := (y*y) * (1-c)+c;
	result[2,1] := y*z * (1-c)-x*s;

	result[0,2] := x*z * (1-c)-y*s;
	result[1,2] := y*z * (1-c)+x*s;
	result[2,2] := (z*z) * (1-c)+c;


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
		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]);

			//glRotatef(Angle * 180 / Pi, Axis[0], Axis[1], Axis[2]);


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