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

Topics I've Started

sync area partitioning

30 September 2012 - 10:01 AM

What are you guys using to partition areas into sync areas based on players? i need to partition my players.. so that basically i prepare sync data for these areas and just pust the updates to people in one areas, now what are the most popular approaches?


convert left hand rotations to right hand

30 July 2011 - 05:28 AM

I'm dealing with another game data, internally the angles are right handed quaternions, in my app when i use the quaternion to build a matrix i get totally wrong results - the angles seem to go along totally wrong axis (i think they also end up being mirrored, it's hard to tell from the messy result i get)

So, what i need is, a way to convert a left hand quaternion to right hand matrix with correct angles. (the flipcode matrix+quaternion faq has failed me on this one )

Ok, the result of my usual quaternion to matrix routine gives me following:

roll: a-ok!
heading: flipped (goes the wrong way as if flipped on axis)
pitch: flipped (goes the wrong way as if flipped on axis)

can i somehow generate and multiply a matrix to fix for this error? (invert just specific angle components? )

so, what happened to "favorites"?

29 July 2011 - 05:33 PM

I always had my own list of favorite forum sections.. can this be re-added to the forum again?
There are a lot of forums in main view and most forums that i don't frequent there are just a big messy distraction to me.

instead of glRotatef build a matrix

23 April 2011 - 01:40 PM

I'm not very skilled with math, but i'm wondering what does glRotatef do internally?

I have some legacy code which does some math i don't really understand and sends values to glRotatef. I am implementing a physics engine to go with this legacy code and i need a 4x4 matrix instead of that output, i don't really understand how the rotation along a vector glrotatef thing works, but i just need a resulting matrix - which if i multiplied with glMultMatrixf instead of glrotatef would result in same working output.


Texture atlases & texture bleeding

18 February 2011 - 05:58 PM

I'm trying out texture atlases, but i'm stuck at one last issue.. The texture clamping is not useable tool to stop textures from bleeding from one to another or into surrounding pixels of the texture - what do you people do solve this problem with texture atlases?