• 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
Slushy

What objects do I use matrices for?

4 posts in this topic

So, I've been looking alot into matrices lately. I understand all the "math-parts" regarding multiplying, adding them together and all that stuff. What I can't seem to get a grasp of is when do I use them correctly? I know that they are very effective when it comes to camera's. But do I also use them for models?

So that I have a position vector and a rotation vector, load them into a Float buffer and do glLoadMatrix('floafbuffer'); for every model/object that I want to render aswell? Or do I not need to use matrices for theese stuff?

If so, what do I use them for? Only cameras?

Im using Java with OpenGL btw. (LWJGL)

EDIT: I accidentaly posted this in Math and Physics, I meant to post it in "For Beginners". So if any moderator sees this, could you please move it? :) Thanks! Edited by Slushy
0

Share this post


Link to post
Share on other sites
That is really helpful, thanks alot! I'll have to read up on some further stuff regarding world/local/image coordinates but thanks again! Edited by Slushy
0

Share this post


Link to post
Share on other sites
The three transforms:

World - Changes the vertices from local space to world space. This assigns a position/rotation/scale to the model in the world space. It can be thought of as placing an object in a room.
View - Changes the vertices from world space to 'camera' space. This essentially changes everything so that the camera is the origin. It can be thought of as positioning the camera to look at the object.
Projection - This is the weird one. The camera angle creates a sort of rectangular cone shape. In order to get pixel colors we want that to be a 3D rectangle. In other words we want the near plane of the frustum (the visible area) to have the same width and height of the far plane of the frustum. The result is that things nearer to the camera get stretched a bit so they look closer. Once this is done the graphics hardware can look in straight lines from the center of where each pixel maps to the near plane to the same x/y coordinate on the far plane and if there's an intersection then we fetch a color value for the point on the polygon where the intersection occurs.

Since these transforms can all be described as matrices they can all be multiplied to get a single matrix that can correctly perform all three steps on each vertex in the model.

Here's a Microsoft article that discusses it a bit:

[url="http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269%28v=vs.85%29.aspx"]http://msdn.microsof...9(v=vs.85).aspx[/url]

You could also use matrices or quaternions to implement complicated rotations in three dimensional space, such as for a flight simulator or spacecraft simulator where where you have to compound several angles/vectors together. Edited by Khatharr
1

Share this post


Link to post
Share on other sites
[quote name='Khatharr' timestamp='1352577261' post='4999709']
The three transforms: ....
[/quote]

Wow, yet again. That is extremely helpful! I can't believe the help im getting out of this forum, greatly appreciated. Thanks again! [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]
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