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DarkScience

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  1. [b]SOLUTION[/b] [CODE] private PointF DegreesToXY( float degrees , float radius , Point origin ) { PointF xy = new PointF ( ); double radians = degrees * Math.PI / 180.0; double x = Math.Cos ( radians ) * radius + origin.X; double y = Math.Sin ( -radians ) * radius + origin.Y; xy.X = (float) Math.Round ( x * 1000000 ) / 1000000; xy.Y = (float) Math.Round ( y * 1000000 ) / 1000000; return xy; } [/CODE] or [spoiler] [CODE] public static double DegreesToX( double degrees , double radius ) { double radians = degrees * ( Math.PI / 180.0 ); double x = Math.Cos ( radians ) * radius; if ( x < 0.1 ) x = Math.Round ( x * 100000000000000 ) / 100000000000000; return x; } public static float DegreesToXF( float degrees , float radius ) { float radians = degrees * (float) ( Math.PI / 180.0 ); float x = (float) Math.Cos ( radians ) * radius; if ( x < 0.1 ) x = (float) Math.Round ( x * 1000000 ) / 1000000; return x; } public static double DegreesToY( double degrees , double radius ) { double radians = degrees * ( Math.PI / 180.0 ); double y = Math.Sin ( -radians ) * radius; if ( y < 0.1 ) y = Math.Round ( y * 100000000000000 ) / 100000000000000; return y; } public static float DegreesToYF( float degrees , float radius ) { float radians = degrees * (float) ( Math.PI / 180.0 ); float y = (float) Math.Sin ( -radians ) * radius; if ( y < 0.1 ) y = (float) Math.Round ( y * 1000000 ) / 1000000; return y; } [/CODE] [/spoiler]
  2. [quote name='frob' timestamp='1339444044' post='4948276'] Each of your posts say you want to go back again. Only one direction makes sense. [/quote] What ??? [quote name='frob' timestamp='1339444044' post='4948276'] You can project one unit along your orientation to find a 'forward' normal. That is a matter of simple trig. [/quote] Thats what i'm asking how to do. I've been getting an output which i posted here. [quote name='DarkScience' timestamp='1339439671' post='4948239'] first set [spoiler][quote] double A_P = math.DegreeToRadian ( P ); // 0 to 360 double A_Y = math.DegreeToRadian ( Y );// 0 to 360 double A_R = math.DegreeToRadian ( R );// 0 to 360 normal.X = ( Math.Sin ( A_Y ) ); normal.Y = ( Math.Cos ( A_Y ) ); normal.Z = ( Math.Tan ( A_P ) ); [/quote] seems to give. [quote] Angle: {P=0,Y=0,R=0} Forward: {X=0,Y=1,Z=0} Angle: {P=0,Y=90,R=0} Forward: {X=1,Y=6.12303176911189E-17,Z=0} Angle: {P=0,Y=180,R=0} Forward: {X=1.22460635382238E-16,Y=-1,Z=0} Angle: {P=0,Y=270,R=0} Forward: {X=-1,Y=-1.83690953073357E-16,Z=0} Angle: {P=0,Y=360,R=0} Forward: {X=-2.44921270764475E-16,Y=1,Z=0} [/quote] Y seems to be correct at 0,180,360 but incorrect in between. X seems to be correct at 0,90,270 but incorrect in between and oddly enough at 360. [/spoiler] second set [spoiler] [quote] double A_P = P; //math.DegreeToRadian ( P ); double A_Y = Y; //math.DegreeToRadian ( Y ); double A_R = R; //math.DegreeToRadian ( R ); normal.X = ( Math.Sin ( A_Y ) ); normal.Y = ( Math.Cos ( A_Y ) ); normal.Z = ( Math.Tan ( A_P ) ); [/quote] seems to give [quote] Angle: {P=0,Y=0,R=0} Forward: {X=0,Y=1,Z=0} Angle: {P=0,Y=90,R=0} Forward: {X=0.893996663600558,Y=-0.44807361612917,Z=0} Angle: {P=0,Y=180,R=0} Forward: {X=-0.80115263573383,Y=-0.598460069057858,Z=0} Angle: {P=0,Y=270,R=0} Forward: {X=-0.176045946471211,Y=0.984381950632505,Z=0} Angle: {P=0,Y=360,R=0} Forward: {X=0.958915723414307,Y=-0.283691091486527,Z=0} [/quote] Y is correct at 0 and incorrect every where else. X is correct at 0 and incorrect every where else. though the values are -1 to 1 which is the correct format. [/spoiler] [/quote] PYR are in degrees in second set... Seems to be a slight inaccuracy. I cant get it working properly even though from what i know second set should work fine. Ignore the Z = nonsense. Its just a placeholder. EDIT The issue is that when X or Y is suppose to be full (-1 ,0, 1) they are but the other number is 6.E~~~ (first set) EDIT AGAIN: [quote]Remember that 6.12303176911189E-17 is 0.00000000000000006 (I may have even missed a zero there!) so it is a very, very small deviation.[/quote] That's the issue i was having, now that i know what it is i can fix it. So my calculations are correct. Just a issue that i must work around. Also as to the -1 rating. Thanks. It means alot to me.
  3. Oh and Alarvo [url="http://en.wikipedia.org/wiki/Angle"]http://en.wikipedia.org/wiki/Angle[/url]
  4. [quote name='clb' timestamp='1339443467' post='4948266'] Alvaro is correct: a triplet of pitch, yaw and roll (Euler angles) represents a 3D orientation. An euclidean 3D vector can at most represent a direction in 3D space (plus a magnitude). That direction can be e.g. an axis of rotation, or a look-at direction, but it does not capture a full 3D orientation. If representing an axis of rotation with a 3D euclidean vector, one needs to add in a single scalar (the angle of rotation about that axis) to make it a complete representation of a 3D orientation. This is commonly called an axis-angle representation of an orientation. If you are looking to convert an axis-angle representation to a 3D rotation matrix (and then to an Euler triplet), see e.g. MathGeoLib's [url="http://clb.demon.fi/MathGeoLib/docs/float3x3_RotateAxisAngle.php"]float3x3::RotateAxisAngle[/url] function (boils down to [url="http://clb.demon.fi/MathGeoLib/docs/Quat_SetFromAxisAngle.php"]Quat::SetFromAxisAngle[/url]). If representing a look-at direction with a 3D euclidean vector, one needs to add in the concept of a 'up' vector (also called a 'world up' or a 'scene up' vector, a fixed vector specifying the upwards direction convention in the scene), or a single scalar 'roll' (being equivalent to above axis-angle) to make it a complete representation of a 3D orientation. This orientation however cannot have any roll, if the up vector is kept static. If you are looking how to turn a look-at direction vector into a 3D orientation, see e.g. MathGeoLib's [url="http://clb.demon.fi/MathGeoLib/docs/float3x3_LookAt.php"]float3x3::LookAt[/url]. To convert a rotation matrix to pitch-yaw-roll components (Euler angles), see e.g. MathGeoLib's [url="http://clb.demon.fi/MathGeoLib/docs/float3x3_ToEulerXYX.php"]float3x3::ToEuler***[/url] conversion functions. [/quote] Alvaro is incorrect. I explained that im looking for the direction not the absolute full 3d orientation. He should of figured given the deffinition of Angle. Alvaro thanks for this stressful encounter. Go to hell. clb thanks for an actual reply to my inquiry. Though go to hell for saying "Alvaro is correct". Sorry i thought he would understand that i'm trying to get a Angle not a Position or Vector.
  5. [quote name='frob' timestamp='1339443475' post='4948267'] [quote name='DarkScience' timestamp='1339442924' post='4948262'] The goal is to convert Pitch , Yaw , Roll to X , Y , Z and then back. So Angle( 0 , 0 , 0 ) would be in XYZ ( 0 , 1 , 0 ). So Angle( 0 , 90 , 0 ) would be in XYZ ( 1 , 0 , 0 ). So Angle( 0 , 180 , 0 ) would be in XYZ ( 0 , -1 , 0 ). So Angle( 0 , 270, 0 ) would be in XYZ ( -1 , -1 , 0 ). So Angle( 0 , 360, 0 ) would be in XYZ ( 0 , 1 , 0 ). [/quote] Your numbers don't make sense. How can (0,270,0) be (-1,-1,0) ? Perhaps it is time for to go find a primer on 3D mathematics? As for converting between them, it looks like you want to project one unit along the forward vector of the orientation and find that position. As for reversing it, there are infinitely many orientations that can generate the forward vector. [/quote] Sorry wrote that in a hurry to represent the directions in relation to x,y,z not the proper numbers.
  6. [quote name='alvaro' timestamp='1339437464' post='4948228'] I didn't look at your code, but there seems to be a conceptual problem with what you are doing: XYZ describes a vector, while PYR describes a rotation. These are different things, and you can't convert one to another. What are you really trying to do? [/quote] Thought it was clear from the code i posted. But i shall explain further. Also Can't be done isn't asking for a better explanation nor is not reading all that i posted advised when your goal is to understand what i am after. This is the object orientation in 3D space. -X is Left, +X is Right -Y is Backward , +Y is Forward -Z is Down , +Z is Up Now this is the view as in camera or object rotation. -Pitch is Down, +Pitch is Up -Yaw is Left, +Pitch is Right -Roll is Roll Left, +Roll is Roll right // this isn't as important right now The goal is to convert Pitch , Yaw , Roll to X , Y , Z and then back. So Angle( 0 , 0 , 0 ) would be in XYZ ( 0 , 1 , 0 ). So Angle( 0 , 90 , 0 ) would be in XYZ ( 1 , 0 , 0 ). So Angle( 0 , 180 , 0 ) would be in XYZ ( 0 , -1 , 0 ). So Angle( 0 , 270, 0 ) would be in XYZ ( -1 , -1 , 0 ). So Angle( 0 , 360, 0 ) would be in XYZ ( 0 , 1 , 0 ).
  7. [quote name='alvaro' timestamp='1339440584' post='4948242'] [quote name='DarkScience' timestamp='1339437639' post='4948229'] You don't appear to understand the Vector/Angle model. [/quote] I guess I can't help you, since I don't understand anything. [/quote] Hoping you're not saying that in a sarcastic way in which your mad. I don't insult people in that way and wasn't implying anything by that comment. Also I believe i will try a more manual way of doing what it is i desire. By converting 0 to 360 to -180 to 180 and applying some arithmetic's to convert it to x and y.
  8. first set [spoiler][quote] double A_P = math.DegreeToRadian ( P ); // 0 to 360 double A_Y = math.DegreeToRadian ( Y );// 0 to 360 double A_R = math.DegreeToRadian ( R );// 0 to 360 normal.X = ( Math.Sin ( A_Y ) ); normal.Y = ( Math.Cos ( A_Y ) ); normal.Z = ( Math.Tan ( A_P ) ); [/quote] seems to give. [quote] Angle: {P=0,Y=0,R=0} Forward: {X=0,Y=1,Z=0} Angle: {P=0,Y=90,R=0} Forward: {X=1,Y=6.12303176911189E-17,Z=0} Angle: {P=0,Y=180,R=0} Forward: {X=1.22460635382238E-16,Y=-1,Z=0} Angle: {P=0,Y=270,R=0} Forward: {X=-1,Y=-1.83690953073357E-16,Z=0} Angle: {P=0,Y=360,R=0} Forward: {X=-2.44921270764475E-16,Y=1,Z=0} [/quote] Y seems to be correct at 0,180,360 but incorrect in between. X seems to be correct at 0,90,270 but incorrect in between and oddly enough at 360. [/spoiler] second set [spoiler] [quote] double A_P = P; //math.DegreeToRadian ( P ); double A_Y = Y; //math.DegreeToRadian ( Y ); double A_R = R; //math.DegreeToRadian ( R ); normal.X = ( Math.Sin ( A_Y ) ); normal.Y = ( Math.Cos ( A_Y ) ); normal.Z = ( Math.Tan ( A_P ) ); [/quote] seems to give [quote] Angle: {P=0,Y=0,R=0} Forward: {X=0,Y=1,Z=0} Angle: {P=0,Y=90,R=0} Forward: {X=0.893996663600558,Y=-0.44807361612917,Z=0} Angle: {P=0,Y=180,R=0} Forward: {X=-0.80115263573383,Y=-0.598460069057858,Z=0} Angle: {P=0,Y=270,R=0} Forward: {X=-0.176045946471211,Y=0.984381950632505,Z=0} Angle: {P=0,Y=360,R=0} Forward: {X=0.958915723414307,Y=-0.283691091486527,Z=0} [/quote] Y is correct at 0 and incorrect every where else. X is correct at 0 and incorrect every where else. though the values are -1 to 1 which is the correct format. [/spoiler] this is what im using to determine the accuracy of the values, they seem to slightly off in the second set though very close to what there suppose to be. Seems to increase in inaccuracy the larger the number. [url="http://www.mathsisfun.com/flash.php?path=/geometry/images/circle-triangle.swf&w=405&h=510&col=%23FFFFFF&title=Sine%2C+Cosine%2C+Tangent"]http://www.mathsisfu...Cosine, Tangent[/url]
  9. [quote name='alvaro' timestamp='1339437464' post='4948228'] I didn't look at your code, but there seems to be a conceptual problem with what you are doing: XYZ describes a vector, while PYR describes a rotation. These are different things, and you can't convert one to another. What are you really trying to do? [/quote] You don't appear to understand the Vector/Angle model. It is possible and is done in just about every game out there. PYR can be converted to a normal which is a direction represented in XYZ and vice-versa. Also i may of just figured it out. Ensuring consistency now ... Never mind still don't have it ....
  10. I'm currently trying to figure out how to convert XYZ to PYR. Here are my classes. Also i'm currently looking it up. I know of sin/cos. I'm learning what i can from online docs. Vector: [SPOILER] [CODE] #region Properties public float X; public float Y; public float Z; public float Forward { get { return Y; } set { Y = value; } } public float Right { get { return X; } set { X = value; } } public float Up { get { return Z; } set { Z = value; } } #endregion #region Constructors public Vector( ) { X = 0; Y = 0; Z = 0; } public Vector( float x , float y ) { X = x; Y = y; Z = 0; } public Vector( float x , float y , float z ) { X = x; Y = y; Z = z; } #endregion #region Methods public Vector Normalize( ) { } #endregion #region Operators public static Vector operator +( Vector vector1 , Vector vector2 ) { return new Vector ( vector1.X + vector2.X , vector1.Y + vector2.Y , vector1.Z + vector2.Z ); } public static Vector operator -( Vector vector1 , Vector vector2 ) { return new Vector ( vector1.X - vector2.X , vector1.Y - vector2.Y , vector1.Z - vector2.Z ); } public static Vector operator /( Vector vector1 , Vector vector2 ) { return new Vector ( vector1.X / vector2.X , vector1.Y / vector2.Y , vector1.Z / vector2.Z ); } public static Vector operator *( Vector vector1 , Vector vector2 ) { return new Vector ( vector1.X * vector2.X , vector1.Y * vector2.Y , vector1.Z * vector2.Z ); } public static void operator ++( Vector vector ) { vector.Z++; } public static void operator --( Vector vector ) { vector.Z--; } #endregion [/CODE] [/SPOILER] Angle: [SPOILER] [CODE] #region Properties public float P; public float Y; public float R; public float Pitch { get { return Pitch; } set { P = value; } } public float Yaw { get { return Yaw; } set { Y = value; } } public float Roll { get { return Roll; } set { R = value; } } #endregion #region Constructors public Angle( ) { P = 0; Y = 0; R = 0; } public Angle( float pitch , float yaw ) { P = pitch; Y = yaw; R = 0; } public Angle( float pitch , float yaw , float roll ) { P = pitch; Y = yaw; R = roll; } #endregion #region Methods public Vector Forward( ) { } public Vector Right( ) { } public Vector Up( ) { } #endregion [/CODE] [/SPOILER]
  11. Alright thanks for your help.
  12. Well this sucks, oh well. Guess i'll specify these things on a per class basis. Though 1 more thing. If i have a class with. public String SomeVariable = ""; and i cast another class that has that property defined to this one. will i be able to access its value ? (acces classA's version of the value ?) ClassA : ClassB
  13. My end goal is being able to inherit varius members from varius files without haveing to retype. Along with being able to use casting to invoke/access. where interfaces fail is the inability to specify values such as "public bool ShouldDoStuff = false;" or even specifying the members to be public/private. I will probably adjust my design model to something that uses interfaces. I'm just wondering if i can still assign values, use virtual, ect ... Thought it appears not so nuts to me, Time to get complicated or sloppy.
  14. What I am trying to accomplish is a form of inheriting multiple classes, I tried interfaces but they are rather limited, then i tried abstract classes. Everything seemed fine but as it turns out (as i forgot) a class can only have 1 base class. Is there a way to have a bunch of base classes and have them inherit/ be inherited ? Below is 2 of the class files im trying to inherit. interface - FAILED, cant enable external acces (public) for members, cant use virtual, cant specify default values class (abstract) - FAILED layer inheriting this inherits this which inherits that, i know this is a bad idea and wouldnt work. - NOT A GOOD IDEA , FUNDAMENTALLY FLAWWED [SPOILER] using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace game { public class ILogical { public bool ShouldLogic = true; public void Logic( float mul ) { if ( ShouldLogic ) OnLogic ( mul ); } public virtual void OnLogic( float mul ) { } } } [/SPOILER] [SPOILER] using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace game { public class IRenderable { public bool ShouldRender = true; public void Render( ) { if ( ShouldRender ) OnRender ( ); } public virtual void OnRender( ) { } } public class IDrawable : IRenderable { public bool ShouldDraw { get { return ShouldRender; } set { ShouldRender = value; } } public void Draw( ) { Render ( ); } } } [/SPOILER] Also found this, currently trying to make sense of it. [url="http://msdn.microsoft.com/en-us/library/64hstbtx.aspx"]http://msdn.microsof...y/64hstbtx.aspx[/url]
  15. I've been looking into making a game for some time now, I have a great idea which I've been thinking on for a while. The issue is that i don't know what language to use and how to go about makeing my game. I've heard LUA would probably be my best choice. My game is going to by a 3D first person and overview type survival, strategy game. And for lack of better words use a form of voxel, though not necessarily. If you have any ideas as to what programs i should use for optimal performance and stability please post.