• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

World, View, and Projection Matrices

2 posts in this topic

I have quite the trouble with the world, view, and projection matrices. I understand how the world matrix works, but I don't know how to implement it can you give an example? also for the perspective projection I use the following method:
[source lang="csharp"] public static Matrix3D ProjectionMatrix(double angle, double aspect, double near, double far)
double size = near * Math.Tan(MathUtils.DegreeToRadian(angle) / 2.0);
double left = -size, right = size, bottom = -size / aspect, top = size / aspect;
Matrix3D m = new Matrix3D(new double[,] {
{2*near/(right-left),0,(right + left)/(right - left),0},
{0,0,-(far+near)/(far-near),-(2 * far * near) / (far - near)},
return m;
[/source]is there anything wrong here?
and the last question how do I use the camera matrix? Edited by Belos

Share this post

Link to post
Share on other sites
I don't know if it will help you, but you might read my Matrix tutorial. It's written for XNA and XNA does a lot of work for setting up you matrices for you. I haven't had to think about manually loading a matrix in a long time.

Here's the tutorial:


It looks like you're working in C++ with DirectX. So, this may not be terribly helpful if you have to load your own matrices.

But Khan Academy has lessons on Matrices.

I swear that I saw a good video on YouTube on the subject of using Matrices in game creation the other day. I thought I book marked it, but apparently I didn't and I can't find it.

For 3D, you are going to be using 4 by 4 matrices.

The camera matrix (called a View Matrix in XNA) should store your camera position and facing.

Hopefully someone else will post something more helpful.

Post Script: Ah HA! I [b]found[/b] it. I think this guy does a pretty good job of explaining how matrices are loaded for 3D games.

[url="http://www.youtube.com/watch?v=4aiV5igZwVs&feature=related"]http://www.youtube.com/watch?v=4aiV5igZwVs&feature=related[/url] Edited by XNA-3D-101

Share this post

Link to post
Share on other sites
[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3][background=transparent]I used the following code to get the camera:[/background][/size][/font][/color]

[CODE] Matrix3D Camera
Vector3D cameraZAxis = -this.LookDirection;

Vector3D cameraXAxis = Vector3D.CrossProduct(this.UpDirection, cameraZAxis);

Vector3D cameraYAxis = Vector3D.CrossProduct(cameraZAxis, cameraXAxis);

Vector3D cameraPosition = (Vector3D)this.Position;
double offsetX = -Vector3D.DotProduct(cameraXAxis, cameraPosition);
double offsetY = -Vector3D.DotProduct(cameraYAxis, cameraPosition);
double offsetZ = -Vector3D.DotProduct(cameraZAxis, cameraPosition);

return new Matrix3D(new double[,]{{cameraXAxis.X, cameraYAxis.X, cameraZAxis.X, 0},
{cameraXAxis.Y, cameraYAxis.Y, cameraZAxis.Y, 0},
{cameraXAxis.Z, cameraYAxis.Z, cameraZAxis.Z, 0},
{offsetX, offsetY, offsetZ, 1}});


[color=#5A5A5A][font=tahoma, helvetica, arial, sans-serif][size=3][background=transparent][background=transparent]The default camera matrix is[/background]
[background=transparent]after I multiply the three matrices(the third is the model matrix) by the point and the resulting W in the point is very huge like -13000 [img]http://forum.codecall.net/public/style_emoticons/default/vbmodern/set1/scared.gif[/img] [background=transparent]so I am very confused right now!![/background][/background]
[background=transparent][background=transparent]the model matrix is[/background][/background]
[background=transparent][background=transparent]{0,0,0,1} [/background][/background]
[background=transparent]Can you tell me where I have gone wrong?[/background]
note: this is not xn[/background][/size][/font][/color] Edited by Belos

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0