# dalaptop

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1. ## Matrices vs Conic Sections

I'm sure you could use them to perform transformations (translations, rotation, and scaling), but there might be better applications for them. Has anyone ever used them in their code before? Maybe rather than performing these transformations, they could be used in other ways, such as with particle systems that don't contain an angle component, but rather a distance from the center. I'm just speculating on some ideas and not really looking for an exact answer, but has anyone ever used this in their code? Andrew Clark
2. ## Matrices vs Conic Sections

The standard equation for circles is: r^2 = (x - h)^2 + (y - k)^2 Where: C(h,k) is the center of the circle (h being the x coordinate and k being the y coordinate) P(x,y) is the point on the circle r is the radius If we know the center of our circle and its radius, we can plug those values into h, k, and r. Then we can put a value in for x or y and solve for the other variable, giving us the position. I'm not sure if this answers your question, but it shows how to use the circle equation. I'm thinking it might be useful when moving points and not knowing the angle to rotate it by. Again, this is all abstract theory that I've been thinking about and I don't blame you if you don't understand it. Andrew Clark
3. ## Matrices vs Conic Sections

I don't know if a question like this has been considered in graphics programming theory. When doing transformations in 3d space, most graphics programmers use matrices. After looking at mathematical functions such as the ones found in conic sections, I realized the same effect could be done using circle conic sections. By creating a circle function, it's possible to plug in x values and receive the position of the corresponding y value as it lies on the graph. Would there be any advantage in using conic sections over matrices? Are matrices just used for their simplicity? I imagine a conic section might require further calculations to convert an angle into a point on the circle. Has anyone ever thought about this? Andrew Clark
4. ## Quake 3 "Quad Damage" Algorithm

Thanks for all the help guys, it's nice to get an idea of some of the ways something like this could be done. Andrew Clark
5. ## Quake 3 "Quad Damage" Algorithm

Does anyone know how the "Quad Damage" animation on Quake 3 Arena is done? When a user obtains "Quad Damage" status, the model and gun become surrounded in a blue moving animation (like a forcefield). Would this effect be developed by coding a particle system or using 3rd party animation software? Where would you begin developing something of that nature? Thanks.