• 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
Hyrules

Draging a map in directx

6 posts in this topic

Hi everyone ,

i'm in the process of making a gis with directx and i have to drag the mouse around the map see different part of it (like google map). The main problem with this is the speed of the drag when zooming in and out. Setting the scroll speed to a static number when zoom out and draging the map is easy but when I zoom in i have to slow the speed of the dragging in order to give the gis a proper smooth movement. I wonder if anyone has any experience with this and if someone has any idea of a mathematical formula to do this smoothly. The way I do this right now is the following and static but is working well. thanks in advance.

[source lang="csharp"] public void UpdateScene(float x , float y, float z)
{
float currentX;
float currentY;
float currentZ;

currentX = x * 0.00014f;
currentY = y * 0.00314f;
currentZ = z * 0.0005f;

camPosition.X += currentX;
camPosition.Y += -currentY;

// Console.Write("CamPosition Z: " + camPosition.Z +"\r");

if (camPosition.Z + currentZ < 1.1f && camPosition.Z + currentZ > -1.5)
{
camPosition.Z += currentZ;
}
else
{
currentZ = 0;
}

camView = camView * Matrix.Translation(new Vector3(currentX, -currentY, -currentZ));
WVP = World * camView * camProj ;
cbPerObj.WVP = Matrix.Transpose(WVP);
DataStream cbData = new DataStream(Marshal.SizeOf(typeof(cbPerObject)), true, true);
cbData.Write(cbPerObj);
cbData.Position = 0;
cbPerObjectBuffer = new Buffer(device, cbData, cbPerObjectBufferDesc);
context.VertexShader.SetConstantBuffer(cbPerObjectBuffer, 0);
}[/source]
0

Share this post


Link to post
Share on other sites
If you're using an orthographic projection, the area the camera can see has a width height, and depth. Transform the mouse position data to normalized coordinates (a range from zero to one) if you're currently using pixels or something else. Then multiply the size of the camera view with delta mouse position, negate, and use the result to translate the camera.

If you're using a perspective projection this won't work, so let me know if that's the case.
1

Share this post


Link to post
Share on other sites
For some reason the edit button doesn't work. Read 'Then multiply the size of the camera view' in the post above as 'Then multiply the width and height of the camera view'.
0

Share this post


Link to post
Share on other sites
Here is the camera and world setup i'm not sure if it's othorgraphic... thanks for your help.

[source lang="csharp"] private void SetWorldAndCam()
{
// Set Constant Buffer
cbPerObjectBufferDesc = new BufferDescription();
cbPerObjectBufferDesc.SizeInBytes = Marshal.SizeOf(typeof(cbPerObject));
cbPerObjectBufferDesc.Usage = ResourceUsage.Default;
cbPerObjectBufferDesc.BindFlags = BindFlags.ConstantBuffer;
cbPerObjectBufferDesc.CpuAccessFlags = CpuAccessFlags.None;
cbPerObjectBufferDesc.OptionFlags = ResourceOptionFlags.None;
cbPerObjectBufferDesc.StructureByteStride = Marshal.SizeOf(typeof(cbPerObject));

// Set Camera
camPosition = new Vector3(0.0f, 0.0f, -1.0f);
camTarget = new Vector3(0.0f, 0.0f, 0.0f);
camUp = new Vector3(0.0f, 1.0f, 0.0f);
camView = Matrix.LookAtLH(camPosition, camTarget, camUp);
camProj = Matrix.PerspectiveFovLH(0.4f * 3.14f, (float)ptd.Height / ptd.Width, 0.00001f, 1000.0f);
World = Matrix.Identity;
WVP = World * camView * camProj;
cbPerObj.WVP = Matrix.Transpose(WVP);
DataStream cbData = new DataStream(Marshal.SizeOf(typeof(cbPerObject)), true, true);
cbData.Write(cbPerObj);
cbData.Position = 0;
cbPerObjectBuffer = new Buffer(device, cbData,cbPerObjectBufferDesc);
context.VertexShader.SetConstantBuffer(cbPerObjectBuffer, 0);

}[/source]
0

Share this post


Link to post
Share on other sites
duh stupid me i answered my own question... it's Perspective : camProj = [b]Matrix.PerspectiveFov[/b]LH(0.4f * 3.14f, (float)ptd.Height / ptd.Width, 0.00001f, 1000.0f);
0

Share this post


Link to post
Share on other sites
well without knowing it you answered another of my questions i didnt want an perpective projection but an orthgraphic one. you help is much appreciated.
0

Share this post


Link to post
Share on other sites
I'm still confused about this. My dragging is working except that it's rather a challenge to drag at close zoom because the movement is going to fast.

My camera is a perspective :

[source lang="csharp"] private void SetWorldAndCam()
{
// Set Constant Buffer
cbPerObjectBufferDesc = new BufferDescription();
cbPerObjectBufferDesc.SizeInBytes = Marshal.SizeOf(typeof(cbPerObject));
cbPerObjectBufferDesc.Usage = ResourceUsage.Default;
cbPerObjectBufferDesc.BindFlags = BindFlags.ConstantBuffer;
cbPerObjectBufferDesc.CpuAccessFlags = CpuAccessFlags.None;
cbPerObjectBufferDesc.OptionFlags = ResourceOptionFlags.None;
cbPerObjectBufferDesc.StructureByteStride = Marshal.SizeOf(typeof(cbPerObject));

// Set Camera
camPos = 0.42;
camPosition = new Vector3(0.0f, 0.0f, -100.0f);
camTarget = new Vector3(0.0f, 0.0f, 0.0f);
camUp = new Vector3(0.0f, 1.0f, 0.0f);
camView = Matrix.LookAtLH(camPosition, camTarget, camUp);
camProj = Matrix.PerspectiveFovLH(0.4f * 3.14f, (float)ptd.Width / ptd.Height, 0.00001f, float.MaxValue);
World = Matrix.Identity * 10000;

WVP = World * camView * camProj;
cbPerObj.WVP = Matrix.Transpose(WVP);
DataStream cbData = new DataStream(Marshal.SizeOf(typeof(cbPerObject)), true, true);
cbData.Write(cbPerObj);
cbData.Position = 0;
cbPerObjectBuffer = new Buffer(device, cbData,cbPerObjectBufferDesc);
context.VertexShader.SetConstantBuffer(cbPerObjectBuffer, 0);

}[/source]
and here is wher I do my dragging :

[source lang="csharp"] public void UpdateScene(float x , float y, float z)
{
float currentX;
float currentY;
float currentIH = ptd.Height;
float currentIW = ptd.Width;

currentX = x ;
currentY = y ;

Ray mr = PanelToWordSpace();
Console.WriteLine(mr.Position);

#region Zoom
if (z != 0)
{
if (z > 0 && camPos > 0.09 )
{
camPos = camPos - 0.07;

}
else
{
if (z < 0 && camPos < 0.98)
{
camPos = camPos + 0.07;
}
}
Console.WriteLine(camPos);
}
#endregion

camView = camView * Matrix.Translation(currentX,-currentY,0.00f);
camProj = Matrix.PerspectiveFovLH((float)camPos * 3.14f, (float)ptd.Width/ ptd.Height, 0.00001f, float.MaxValue);
WVP = World * camView * camProj ;
cbPerObj.WVP = Matrix.Transpose(WVP);
DataStream cbData = new DataStream(Marshal.SizeOf(typeof(cbPerObject)), true, true);
cbData.Write(cbPerObj);
cbData.Position = 0;
cbPerObjectBuffer = new Buffer(device, cbData, cbPerObjectBufferDesc);
context.VertexShader.SetConstantBuffer(cbPerObjectBuffer, 0);
}
[/source]

The main problem I have is having the mouse cursor stick to the place I am dragging and give the drag a proper speed. Any help would be appreciated.
0

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