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  1. Where can you find a mentor online? Not sure people are willing to teach someone their knowledge to some stranger
  2. Interessted. Coder here.. Good at C# Can contact me letmehidethis@gmail.com
  3.   Yes it does. Say for example If I move the thrust to right or half between the middle and the right edge, then if the formula is correct I should get the corresponding opposite Y direction.   ANother example. If the thruster is exactly at the middle the Y direction should be 1 only going up. if it is half between left and middle the ship should move North east something like that. English isnt my first language so explaining things is hard.   The blue lines are suppose to be the direction. Yeah it was my bad. I think it isnt clear. But I hope this explanation helps.   For example if I place my thruster between the bottom middle and the bottom right edge of the ship, the ship will move something like in north-west direction. Or if thurster is on left the ship will move north-east. I dont want to assign value to this as I want it to be dynamic. Thats why I would like to know the formula how to get this direction( direction on where the ship should go base on thruster positioning) but in vector.   I hope this clears any confusion
  4.   Thanks.. Will you going to make a tutorial about game maths? you know the formulas that most beginner dont know about.   Can you tell me what isnt clear about my question? so that I can improve. Cause I thought that the image is self explanatory so I just limit my sentence to just few words to get straight to the point.
  5. So I am trying to do the old asteroid game.     In the image above. I would like to get the direction in vector. Is there a way to get the direction of the ship say for example if I move the booster to left or right?  
  6. Before you start. I recommend reading this article
  7. LetsDoThis

    Monogame developer?

    Seems like monogame is gaining less and less people. So im starting a group for people who are interested on low level stuff using c# monogame/xna. Right now we are compose of 3 people. All of us got full time work, so there are times the group is silent. We are gonna start in simple. So if you want to learn monogame and join likeminded people. PM me.
  8. LetsDoThis

    My introduction and also a question

    Hello, Im just wondering what company are you working for?   As for the efficient way of learning for me is I read by chapter then give me self some time to code and explore things. If for somehow I could not understand simple concept Im gonna ask here or do some googling. But most of the stuff I got confuse a lot is more of math because I always wonder how things work on lower level. Since you are an engineer Im guessing math would not be much of a burden to you.   Read chapter ----> code -----> explore posibilities ---- > write it down if cant understand -------> then move on to next or solve those things that you cant understand. For me its like that.   And also congrats.
  9. LetsDoThis

    Object moving with camera.

    Got it. I forgot to enable depth buffer.   What is happening is that it may look like that the wall is moving with my camera but what actually is going on is that I am seeing the bottom part of the wall and that the floor is being overwritten by wall.
  10. LetsDoThis

    Object moving with camera.

    Got any idea?
  11. I was planning to make a small room using the same vertices.     2.0f ,0.0f, -2.0f,        2.0f,2.0f,     -2.0f,0.0f,-2.0f,        0.0f,2.0f,     -2.0f,0.0f, 2.0f,        0.0f,0.0f,     2.0f, 0.0f, 2.0f,        2.0f,0.0f GLuint indices[] = {     0,1,3,     1,2,3 }; the first 3 coordinates is for the vertices and the 2 other are for the texture   I manage to put a floor but when I tried putting a wall this where I got stuck with     model = glm::mat4();              glm::vec3 wallPos(0.0f, 0.0f, -2.0f);         model = glm::translate(model, wallPos);         model = glm::rotate(model, -90.0f, glm::vec3(1.0f, 0.0f, 0.0f));         projection = glm::perspective(45.0f, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);         glUniformMatrix4fv(glGetUniformLocation(shader.shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));         glUniformMatrix4fv(glGetUniformLocation(shader.shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));         glUniformMatrix4fv(glGetUniformLocation(shader.shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));         glBindVertexArray(buffer.VAO);         glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);         glBindVertexArray(0); What I am trying to do is use the same vertices on making the floor to also making the wall. Basically I am making a big cube but with parts that is kind of like detachable. I tried rotating it first and then translate still having the same issue. Whats confusing as well is that the floor doesnt move when I move my camera yet the wall just kept on following my camera. Since the vertices of the wall is exactly the same with the floor, I dont understand why is the floor not moving yet the wall is moving. Here is the code of floor          view = camera.look();         projection = glm::perspective(45.0f, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);         glUniformMatrix4fv(glGetUniformLocation(shader.shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));         glUniformMatrix4fv(glGetUniformLocation(shader.shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));         glUniformMatrix4fv(glGetUniformLocation(shader.shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));         glBindVertexArray(buffer.VAO);         glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);         glBindVertexArray(0); You can see they are pretty much the same. And I am using a basic shader. Really basic one. gl_Position = projection * view * model * vec4(position, 1.0f); What is going on here? Thanks
  12. You guys are awesome. Thank you all very much for explaining
  13. Still confuse about this. so that means this plane is also the surface? That means in 2D, this plane is facing up or facing to any direction? But let say if the plane is pointing up, does that mean the vertices as well?
  14. In this tutorial on Exploding Objects topics. The author talks about getting the normal vector using two vectors parallel to the surface of triangle. I just have few questions regarding this. Though I know I am not that good at math. I believe understanding this or just a little on how it works will help me a lot when dealing with 3D.   First of the author said something like this But then what is a surface? Googling it, I think it is just the whole area of a triangle. But then he said "parallel" to the surface. that means this surface has a direction? If I understand parallel vectors. it is a vector that have the same direction. So if we are talking about 2D triangle, at what direction does the surface of the triangle is pointing to? Is this a correct visualization     Second is about plane The author said something like this   If I am right plane is is about flat shapes. I also going to ask this. if it is flat shape, where is it pointing to? Is the plane and surface the same here?   thanks
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