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About adam17

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  1. adam17

    Digipen: The best college for programming?

    Just to give the quick TLDR response to this, I would highly recommend looking into universities with high game development rankings. Check their media school ranking if you want to do game design or check their computer science school ranking if you want to do software development. I did a lot of research for schools and how they rank for software development and game programming. My search showed that USC has the best program. I am currently attending school at USC and I have to say it is very rigorous, but it will open you to so many different aspects of software development. They teach concepts on very detailed levels which will be extremely beneficial to your future in or out of the game industry. Take a look around and see what is out there. Personally I would recommend staying away from tech schools and look at universities instead. That's just my opinion though.
  2. I'm working on an assignment for my graphics class and I've encountered a problem. Basically I have a set of coordinates in World space and I have to transform them into Screen space and display them. I have to manually build all of the matrices and do the transformations by myself (no opengl or d3d). I have the following 3 matrices Xsp (proj to screen transform) Xpi (image to projection transform) Xiw (world to image transform) I'm rendering to a 256x256 frame buffer, so my Xsp matrix looks like this: 128 0 0 128 0 -128 0 128 0 0 1 0 0 0 0 1 My Xpi matrix has m[3][2] set to tan(fov / 2) where my fov = 35. (In the matrix .32 was just rounded for easier viewing) 1 0 0 0 0 1 0 0 0 0 1 0 0 0 .32 0 Lastly my Xiw matrix is just the inverse of my camera transform. The camera is at 0,0,-15, looking at 0,0,0 with an up-vector of 0,1,0 1 0 0 0 0 1 0 0 0 0 1 15 0 0 0 1 Using just these three matrices I can multiply them against a coordinate and get it transformed into screen space just fine. The catch is when I want them to be perspective correct. I've tried figuring out what 'w' is, but I cannot find a solid definition of how to calculate it. Some places are saying that the final Z value is used to divide X and Y by, but it doesn't look right. Some places are saying the W coord that is calculated by multiplying the matrix with the coordinate (assuming 1.0 for the 4th coord) is the W to divide by. I can't seem to get either method to work. My question is what is W and how is it calculated? Thank you so much in advance! -Adam
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