• 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.

Archived

This topic is now archived and is closed to further replies.

Protricity

3D Collision physics problem, still having trouble

3 posts in this topic

ok, this is what I need, since I am still having a hard time solving this... what we know, Xangle, Zangle of terrain slope X,Y,Z velocity when there is a collisiont with the terrain, // do a bunch of stuff, X,Y,Z is now the NEW velocity vector. so, what is the ''bunch of stuff'' I would do to make this so? an equation is what I need Thanks everyone for the help!!!
0

Share this post


Link to post
Share on other sites
You need the normal rather than the angles. You can create two vectors from the two angles as (cos(xangle),sin(xangle),0) and (0,sin(zangle),cos(zangle)) which are both unit vectors and their cross product is a unit normal. Which direction the cross product goes depends upon whether it is a left or right handed coordinate system.

The most straight forward way I can think of to get the new direction is to convert it to a coordinate system in which the collision point is the origin with the velocity and normal vectors within a plane formed by two of the axes, i.e. xy, xz or yz planes. Your normal would be one of the axes. The cross product of the normal with the velocity vector and the normal would give you another once you convert it to a unit vector. The cross product of the normal and that second axis would give you the third axis. That would give you the information to construct a transformation matrix. If you run the velocity vector through that transformation matrix you will get a vector that is in the plane formed by the normal and third axis. If you then reverse the sign of the component of the velocity vector in the direction opposite the normal then you have a velocity vector reflected across the normal. If you run that through the inverse of the transformation matrix you will be back in your original coordinate system.
0

Share this post


Link to post
Share on other sites
the bunch of stuff depends on your physics model.

do you want your guy to bounce or stick. slide or skid.
yaw or pitch. its really up to you. there isnt an equation
that can tell you how to solve these problems. you need
to solve them based entirely on how you want whatever your
doing collision checks against to behave.

ahh the beauty of games...
0

Share this post


Link to post
Share on other sites
yeah, thx guys for the help, I''ll just find some way to get it tow workl....... its not that I dont get the physics of it..... I do! my equations SHOULD work, its just converting physics to code
anyway thx for the help, I get this done and my game will ROCK, I promise
ok bye
0

Share this post


Link to post
Share on other sites