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Fulcrum.013

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About Fulcrum.013

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  1. You don't need to solve intersection equations during visualization. Main idea is to convert models from CAD representation to set of patches (curved trinagles) limited by edges calculated by CAD offline, and then tessellate its patches on fly.
  2. Any surface modelled by modern (no more then 25 years old) CADs represented by NURBS. Especially it applicable to solid body modelling CADs.
  3. rational mean bezier curves/surfaces with weights of points. https://en.wikipedia.org/wiki/Bézier_curve#Rational_Bézier_curves latest chapter. Unlike a ordinar bezier curves it able to exactly match conic sections/quadric surfaces. Any surface used by CADs have a rectangular surface coordinates space. Face represented by set of edges that is curves on its surface, that is similar to poligon but with curved lines. So face can be devided to set of triangular patches just like usual triangulation of flat poligon works. Really 3-side bezier patch is a triangle into curved space.
  4. "Can not convert to bezier" and "CADs have no convert to bezier button" is not a same. CADs use NURBS, so CAD-make models can be converted to rational bezier patches.
  5. First clearly figure out what you want to do exactly. If you need to optimize a vertices dencity depending to curvatute of surface - perfect solution is De Casteljau's algo. Instead of quadrangulation it trade a tolerance for devisions of surface so very simple robust and effective.
  6. Fulcrum.013

    Controlling body motion under realistic physics

    Real rockets uses a proportional navigation method to achieve it. Its just configure engines trust proportionaly to deviation of referenced orientation, so as result it able to reach/keep required orientation with given precission tolerance regardless of external conditions (of cource while a stearing torque is enought to overdue a external forces torques) .
  7. Fulcrum.013

    Good 3D graphics books

    If you really need a pure mathematical background that work under hood of APIs it decribed wery well in David F. Rodgers, J. Allan Adams Mathematical elements for computer graphics textbook. At least we has it as recomended textbook for "computational geometry and computer graphics" course.
  8. Fulcrum.013

    Commonly Used Forms of Calculus

    Really for ever simple gameplay adding a velocity vector to position is a integration of differential equation of movement using a simpliest possible finite-difference scheme. So it works by common rules of finite-difference integration numerical stability conditions, and can use a common extensions of schemes and so on. For example most of people here know that for accelerated movement averaging of velocity vector on start and end of time-frame significatly improve numerical stability, but how many people know why it happend and how to extend it to case with variable acceleration?
  9. Fulcrum.013

    Commonly Used Forms of Calculus

    Really it come to games (both 3D and 2D) in simplified form from a CAD-related and scientific-related software. Generally a differential, integral and tensor calculus used into any branch of phisics, so it impossible to build any real-world production-related software (CAD/CAM/Scienific and so on) without calculus.
  10. Fulcrum.013

    Game dev math?

    Really it depends from kind of mathematical degree. I have a Specialist degree in Applicative Math and CS. We has 2 semesters of linear algebra and analitical geometry on first year, then 2 semesters of computational geometry on 2d year and finally 2 semesters of CAD-related software development on 3-rd year. And it is common program for Applicative Math and CS branches of local universities. Of cource pure mathematists (that studied on branches of Higher Math) usualy dont studing a concepts of 3D software development and implementation, but usually thay study a tensor calculus that is extension of linear algebra.
  11. Fulcrum.013

    PhysX Tank Simulation in Unreal

    Im dont mean a clutch breaking. I mean transmission/stearing schemes that modern tank uses. Looks like you mean a differential stearing scheme that is not same that a differential gearbox. Really it one of 3 possible schemes of tank stearing (not including cluth breaking that has been used on first tanks) - first of it is a differential stearing that performed by slowing down internal trak-chain and accelerating a external track-chain. It scheme can not serve well for main intention of tank transmission - stabilize a engine loadout, becouse lead to significan increasing of loadout on turns, so applicable to light tanks with weak engines that have a hight working modes ratio only. Latest Soviet tank where its scheme has been used is IS-4 that has been sent to mass production at april of 1945. Other two schemes uses a slowdown of internal track-chain or both track-chains on turns. Its performed using friction clutch that limit a max torque that can be delivered tru the it or/and hydraulic transmission. For example T-72 uses a 3 driving friction clutches - one (main clutch) that control a torque deliverd from engine to gearbox, and 2 side clutches that control a max torque delivered from gearbox to driving wheels, and 6 control clutches that control a torques betwin stages of planetary gearbox.
  12. Fulcrum.013

    Game dev math?

    Really you is right in case we talk about rendering of scene only. But anything else - game mechanics and so on is integration of phisics differential equations of vector functions using a finite-difference schemes, so heart of game logics involve both - calculus and linear algebra.
  13. Fulcrum.013

    Game dev math?

    Really to build a 3D models and navigate in 3D space you need only branch of math - computational geometry(that based on linear algebra and analitical geometry). Anything other is branches of phisic - generally analitical mechanics used for procedural animation and phisical optic required for shading models. Better book to briefly get in 3D is a documentation and tutorials of Microsoft DirectX SDK. It allow to shortly get a basic coding and architectural techniques and also is a minimal basis required to better understend other books and papers.
  14. Really we both right. Same its data required to build a view matrix. But view matrix itself represent a rotation required to match world coordinate system with camera coordinate system. Matrix(basis) represent a basis in coordinates of parent basis. So obiuosly we can use a chain/tree of basises to represent a positions/rotations of dependend objects. For example tank hull have a position/rotation to represent it position respectively to global system. But for turret much comforable to represent position/rotation respectively to tank hull, not to global system. so we can use a sub-basis (we keping in mind that it have coords respectively to hull) to rotate it. An so on for example for cannon and manhole that rotated respectively to turret. To convert from subbasis to world coords it require to produce a parent world coord to a child basis. So in whole it require to produce matrices of all parent basises to find a world position of deepest child basis. Bu its way we have a robust system that allow to rotate/transform objects respectively to its parent objects and than easily and efficiently convert it to world coords for rendering.
  15. Really view transform is rotation of world in direction backward then actual camera rotation. So of cource it can be used to some triks with rotations, that allow to set a z axe of basis looking to given point, but personally im prefer to use custom made lookTo function that works similar but perform a just a rotation instead inversed to calculate positions of basis.
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