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About Devero

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  1. Devero

    JUST quit my job to go full time Indie

    Welcome to the world of No sleep, no money, & no sun!  ...But lots of FUN --haha.  Great read.   Keep the updates coming.
  2. Devero

    RuinValor: Birth of Talos

    Great stuff.  Keep the updates going!
  3. Hi guys, I've been working on this project for some time now and I have frequently came to gamedev for programming examples and questions.  Love the site and wanted to show wants came of it.    Its an RTS meets FPS game.  You can create and command large armies in battle, build defenses, and then jump into any unit to play FPS  at any time for added strategy.   I went after the idea of combing play styles into one game.  For example, my girl likes playing only FPS so she can jump into my team and play FPS as much as she wants and I can do the RTS side-by-side.  Yet still have the freedom to jump into FPS mode also.   For the FPS guys, I focused on making the RTS style easy to use and optional.  For those RTS micromanagers, there is tons you can do.  Both play styles have their own pros and cons.   Quick Features: 1) RTS play style 2) FPS play style 3) Thirdperson play style 4) Customizable menus 5) Up to 8 players possible, Coop team play, & and a planned single player campaign.   Check out what we have and leave some feedback.  Thanks!   [twitter]@AbatronGame[/twitter] [attachment=19125:asteroid1260033.jpg]   I also put a menu development video today showcasing some of the code in progress and looking for suggestions before we start putting the graphics in.     Maybe I can lure some beta testers in the next few months.  :) Thanks!  Follow us if you like us.  www.Abatrongame.com   -Dev        
  4. Devero

    Finding a point inside a Pyramid

    Thanks for the help guys, I was doing a little extra vector subtraction that I didn't need to do.   Below is all I had to do find the 4 sides, now I can just add the the base plane and I'm good.!  Thanks again. -Devero   bool CCommandGUI::PointInsidePyramid( const Vector& vPointTest, Vector vPyramidBase[4], Vector vNormal[4], const Vector& vPyramidApex ) { for( int i = 0; i < 4; i++ ) //loop through each triangle face { float fPlaneDistance = -DotProduct( vPyramidApex, vNormal[i] ); float fDistance = DotProduct( vPointTest, vNormal[i] ); fDistance += fPlaneDistance; if( fDistance < 0 ) return false; } return true; }
  5. Hi there.  I'm rather green on some of the collision detection/geometry vector math.  I have a Pyramid volume that I want to check to see if a point resides inside of that volume.  I've been looking to find a fast and efficient computation.  I've pieced together the below information from online and some books and its not working right.  I'm always getting a positive value for the scalars.  Is there faster way to do and any suggestion of what i'm doing wrong?   Thanks, Devero   //Mathematic approach //1)Calculate the normal for each of the four faces. //2)choose a point inside each face (one of the vertices for example) and calculate the vector between it and the point you are looking for (r-ri) //3)Next calculate the inner product(DOT) between this vector and the face normal - the result is a scalar //4)The point is inside the polygon if the four scalars are negative. bool CCommandGUI::PointInsidePyramid( const Vector& vPointTest, Vector v1[4], Vector vNormal[4] ) { for( int i = 0; i < 4; i++ ) //loop through each triangle face { Vector vDelta; VectorSubtract( vPointTest, v1[i], vDelta ); float fDistance = DotProduct( vDelta, vNormal[i] ); if( fDistance > 0 ) return false; } return true; } //My Normal code void CCommandGUI::CalculateTriangleNormal( const Vector& v1, const Vector& v2, const Vector& v3, Vector& vNormal ) { Vector edge1, edge2; VectorSubtract( v2, v1, edge1 ); VectorSubtract( v3, v1, edge2 ); Vector normal; CrossProduct( edge1, edge2, normal ); vNormal = normal.Normalized(); } void CCommandGUI::CaluclatePyramid( Vector vecApex, Vector vecP0, Vector vecP1, Vector vecP2, Vector vecP3, Vector vecTestPoint ) { //Draw the Pyramid NDebugOverlay::Triangle( vecApex, vecP0, vecP1, 255, 0, 0, 64, true , 10.02f ); //side 0|1 NDebugOverlay::Triangle( vecApex, vecP1, vecP3, 255, 0, 0, 64, true , 10.02f ); //side 1|3 NDebugOverlay::Triangle( vecApex, vecP3, vecP2, 255, 0, 0, 64, true , 10.02f ); //side 3|2 NDebugOverlay::Triangle( vecApex, vecP2, vecP0, 255, 0, 0, 64, true , 10.02f ); //side 2|0 //Lets calculate stuff here Vector vecNormal; Vector vArrayNormal[4]; Vector vPyramidApex[4]; CalculateTriangleNormal( vecApex, vecP0, vecP1, vecNormal ); vArrayNormal[0]=vecNormal; CalculateTriangleNormal( vecApex, vecP1, vecP3, vecNormal ); vArrayNormal[1]=vecNormal; CalculateTriangleNormal( vecApex, vecP3, vecP2, vecNormal ); vArrayNormal[2]=vecNormal; CalculateTriangleNormal( vecApex, vecP2, vecP0, vecNormal ); vArrayNormal[3]=vecNormal; vPyramidApex[0] = vPyramidApex[1] = vPyramidApex[2] = vPyramidApex[3] = vecApex; bool isInside = PointInsidePyramid( vecTestPoint, vPyramidApex, vArrayNormal ); }  
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