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      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.

OnkyDong

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  1. [quote name='Faelenor' timestamp='1350670820' post='4991854'] What do you want to do exactly, rotate around the local X axis or the world X axis? The torque is in [b]world[/b] coordinates, so what you're seeing seems normal to me. Also, what do you mean by "only the object itself seems to rotate, the orientation of the object seems to stay the same", how can the orientation stay the same if the object rotates? It's also not clear if your images were with or without the rotation in your code snippet. [/quote] Hi thanks for your reply! What i want is to rotate an object around the local X axis. No matter how it's located in the world, it should always rotate the same way. So for example, i have a camera pointing to the side of an object, i rotate the object around it's z axis, after doing that i rotate the object 90 degrees in the world and rotate the object around it's z axis again. I should see the same output. However, this is not the case right now. I am not sure what i'm doing wrong, and how it should be done. There seems to be very little documentation about this.
  2. Hi, I am trying to rotate a 3d object in ogrekit by applying applyTorque(). This works fine when the object orientation is not changed. But for example if i rotate my object 90 degrees to the left, only the object itself seems to rotate, the orientation of the object seems to stay the same. This causes the following problem: If i use applyTorque() while the object is still in it's begin orientation(with up Arrow keyboard button): http://i.imgur.com/e5f24.png If i use applyTorque() while the object is rotated 90 degrees clockwise(with up Arrow keyboard button): http://i.imgur.com/G0CR9.png I tried to use quaternions to change the orientation, but this doesn't seem to do anything. What am i doing wrong? Code: [CODE] gkVector3 speedd, torque; gkQuaternion orientation; orientation = blockObj->getOrientation();//blockObj is the object i'm trying to rotate. gkVector3 newX; if(Buttonpress)){ newX = orientation * gkVector3::UNIT_X; torque -= newX; } blockObj->applyTorque(gkVector3(torque.y, torque.x, torque.z)); torque=0; [/CODE] I hope my explanation/question is understandable. It's hard to explain. thanks.