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I am trying to do a SAT OBB collision test using OBBs that are represented as a 3D position (\$c_0\$ and \$c_1\$) and a 3x3 rotation/scale matrix (\$A\$ and \$B\$), where the columns of the rotation ...
CPlus's user avatar
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0 answers
115 views

I have a 3d renderer I'm working on, and I need to know how the specific details of the human eye so I can project that to a coordinate, what is the math that does this given spherical coordinates and ...
Xflightenjoyer's user avatar
1 vote
1 answer
281 views

Let's say I have like 500 Asteroids and I'm using SAT to determine whether a collision with the Spaceship object has happened. This would require an insane amount of CPU cycles, so it makes sense to ...
Jared Kosiba's user avatar
3 votes
2 answers
143 views

I am trying to design a novel number system for a game. To do this, I want to create a mapping from a set S of symbols to the integers, where not all sequences of symbols from S are allowed, but they ...
Joselin Jocklingson's user avatar
1 vote
0 answers
46 views

I would like to make the square move strictly along a square trajectory. The square will later be used to mask the main sprite. How to achieve this result? How to move the square along the square's ...
White Raven's user avatar
1 vote
1 answer
129 views

I'm trying to determine the transformation steps (position, scale, rotation) needed to be applied to an object so that two points, locally positioned in that object, line up with two world space ...
Zeppelin's user avatar
0 votes
1 answer
149 views

I am making a slot game with 3 x 5 reels. The RTP I am targeting is 99%. My reel data is given as (yaml): ...
Ilian Zapryanov's user avatar
0 votes
0 answers
80 views

Essentially I'm wanting to project: A 3D transformation matrix of a Gaussian (or in this case for simplicity a unit sphere) that includes scale, rotation and translation in world space TO A 2D ...
Arcane Blackwood's user avatar
1 vote
1 answer
581 views

Let's say I have position A, that is (0,0) and Position B that is (10,5). Now let's say I know that position C is 5 units' distance from position A in direction to Position B. Provided that the ...
user57129's user avatar
  • 133
2 votes
1 answer
201 views

Recently, I have been investigating the Anya pathfinding algorithm. Anya is an optimal any-angle pathfinding algorithm. However, it works only with discrete points on the grid. Here is an excerpt from ...
Lukas Makor's user avatar
0 votes
1 answer
134 views

I'm developing a game with Unreal Engine 5.4.4. In the game, I'm trying to rotate a sphere around its Z axis. If I put the sphere on the map and add a rotation around its Z axis is easy. I only have ...
VansFannel's user avatar
0 votes
1 answer
165 views

I am placing a 3D game object with a SpriteRenderer + Billboard attached to it in my scene. However, since it's a distance away from a perspective camera, the sprite gets scaled, losing a lot of the ...
PayasoPrince's user avatar
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49 views

Designing a space game, where each ship has a certain size/ number of layers of armor. for example 3 layers size 7.. .Which would look like this: ...
Pliny's user avatar
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1 answer
165 views

I need to shrink the radius of a ring without deforming it by shrinking it's outline(the way scaling it would). I need to do this until the hollow fill is gone and its a solid spot. Here's an example: ...
PayasoPrince's user avatar
0 votes
1 answer
130 views

I am having a weird issue with the position of my sphere mask. Here is what it looks like currently: The white disc should be directly under the player character, not shifted off to the side. ...
Juicef's user avatar
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0 answers
42 views

I'm trying to create a simple pie chart for my game (a strategy/simulation game) to show population demographic data for a province, but I'm struggling to figure out how to detect which slice is being ...
Jax's user avatar
  • 474
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0 answers
87 views

I have 2 rotation matrixes than work in a world that have three dimensions (X, Y and Z) being Y the one of the height. One of such rotations works using Y dimension, from the point of the center of ...
user57129's user avatar
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0 answers
106 views

I have a 2D canvas used in a ImGUI context, that requires Zoom and Pan functionality. Currently the Pan functionality works fine. However the zoom functionality does scale but the result is not ...
Penny Dreudter's user avatar
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0 answers
183 views

What I'm doing I'm using Unity's Spline package and I'm trying to move SplineAnimate objects across a Spline, similar to a racing game's mini-map UI. ...
PayasoPrince's user avatar
0 votes
1 answer
205 views

I'm trying to figure out how to express parabolic motion (for example: \$y = x^2\$) using delta time. I thought about deriving it using a differential like \$y' = \frac{1}{2}x\$ but that results in a ...
shingo.nakanishi's user avatar
1 vote
0 answers
53 views

I've setup cglm from a wrap configured with Meson, and have copied one of the samples from https://github.com/floooh/sokol-samples/tree/master (cube-sapp, to be exact). I've tried to replace sokol's ...
Denzel's user avatar
  • 11
1 vote
0 answers
274 views

I am trying to convert a transform from the Unity Coordinate System to the Unreal Engine Coordinate System (and others). Ideally, I want to take a position, rotation (in Euler angles), and a scale as ...
Benjamin Danger Johnson's user avatar
0 votes
1 answer
159 views

Mode7 - Sprites on Screen / Pseudo 3D Scale x1: Scale x16: I'm trying to recreate this system with JAVASCRIPT: https://github.com/vinibiavatti1/Mode7/blob/master/src/mode7/FlatModeSeven.java The ...
RpgBoss's user avatar
  • 111
1 vote
1 answer
340 views

First of all, I have already discovered these questions and their answers: Road / river generation on 2d grid map Algorithms for rainfall + river creation in procedurally generated terrain Generating ...
Steyrix's user avatar
  • 279
0 votes
1 answer
105 views

I'm currently trying to rotate a sprite around its own axis to make it "face" the mouse, but I'm having weird results. This is my code: ...
Jax's user avatar
  • 474
1 vote
1 answer
96 views

I was following the Pikuma's Voxel space terrain rendering video. I understood almost everything that he described in the video except the following point, where he described the the equation to ...
aaa111's user avatar
  • 175
2 votes
1 answer
351 views

I am trying to implement an animation system using cubic bezier curves. It was easy to setup the calculation of the curve itsself. Only evaluating the curve at a specific time x gives me headaches. I ...
Kerby's user avatar
  • 53
0 votes
0 answers
112 views

The problem: I have a rocket in a 2D space game that can apply force forwards and apply torque to turn. Now I want this rocket to reach a target point in the x,y coordinate system with a certain ...
Unsaga's user avatar
  • 1
0 votes
1 answer
120 views

I'm making a building game and the terrain and modelling system are based on cubes made out of 8 corners each. Players can manipulate the corners to make other shapes. When you take a quad (ABCD), ...
Paulo Vinícius Bettio's user avatar
0 votes
3 answers
467 views

I have recently been looking into physics engines and low level computing. At some point id like to make my own engine down the road. Something I can't seem to find an aswer for is how physics based ...
TizWarp's user avatar
  • 25
0 votes
0 answers
130 views

I am developing an FFD tool in Unity for the needs of a level designer. It works similarly to FFD box in 3DS Max. I used the implementation described by Sederberg and Parry with a lattice and ...
Ruptis's user avatar
  • 1
1 vote
2 answers
138 views

I'm using a simple MonoBehaviour that causes GameObjects to change their position based on a ...
DemonicTree's user avatar
0 votes
1 answer
424 views

Or to calculate the centroid of a 2D polygon assuming uniform mass density, which is my case. The polygon can be either concave or convex.
Alejandro Garcia's user avatar
1 vote
1 answer
395 views

I have a irregular 2D polygon, it is a PackedVector2Array, how do I get its area?
Alejandro Garcia's user avatar
0 votes
1 answer
244 views

What I want to achieve I want to generate sphere planet world, seamless of course, for RTS game like Planetary Annihilation: TITANS, which means I want: place walking agents on sphere, move them on a ...
Tony Max's user avatar
0 votes
1 answer
118 views

I have a very simple code that draws the shape of a pre-defined capsule. It handles everything well, except the case when the GameObject to which the ...
Digika's user avatar
  • 1
0 votes
0 answers
98 views

I'm trying to create a particle simulation (solar system kind). Until now my particles have no spin so the collision is rather simple ...
S M's user avatar
  • 101
1 vote
0 answers
155 views

I've been working on creating stationary gun turrets that can shoot down missiles in my game. The bullets are affected by gravity while the missile moves in a linear path at a constant rate as if it ...
TheFactoryIndustry's user avatar
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0 answers
69 views

I have object A, I can get any information I want from object A (global position, velocity, etc) I have object B, which is positioned and oriented in a certain way relative to object B. There is no ...
Frédéric Bélanger's user avatar
1 vote
0 answers
41 views

I am using boundary boxes for all calculations. In the image below you may see a case where this objects need to be snapped. Currently the calculations go as following, the rotation is changed by the ...
Artak's user avatar
  • 11
0 votes
2 answers
913 views

How can I normalize angle between min value and max value? like normalizing -1136316.78186234° between 0° , 360° or between 180° , 360°. Node: for now I'm using double value as angle. Thanks for ...
Ahmed Dyaa's user avatar
0 votes
1 answer
57 views

I found some code that generates a selection box, but when I tried it the box was not starting where the mouse was and I couldn't find the issue. ...
PizzaLvr49's user avatar
0 votes
0 answers
99 views

I have a 2D top-down jetboat that is moving (has a x, y velocity). I apply the velocity by multiplying against the delta time <...
fresh's user avatar
  • 1
1 vote
1 answer
167 views

Description: I am creating a 2.5D RPG. When my character moves from left to right, they rotate 180 degrees to face the new direction. Just like this example. They also have a blob shadow sprite that ...
PayasoPrince's user avatar
10 votes
3 answers
3k views

Goal I want the get the required minimum deceleration to perfectly smoothly reach a target. (The car's AI should know how hard it has to brake to be the perfect valet.) Research "How can I ...
st_phan's user avatar
  • 203
0 votes
2 answers
180 views

I have an enemy spaceship, and I want to make it turn to face the player with (for now) a constant angular speed. The ship's orientation is a quaternion. How do I do this? Since this is totally free ...
Tachytaenius's user avatar
1 vote
1 answer
122 views

I have a direction vector that's pointing to (0,0,1) in local object space. How can I calculate rotation needed to rotate it on Y axis so that from camera's point of view it would look as if it's ...
JuliusJ's user avatar
  • 13
0 votes
2 answers
163 views

I am able to update velocity of my agent every 0.5 seconds. My agents max speed is 5f/s and max acceleration/deceleration is 2f/s. I know how far away I am from the destination. How to determine ...
Peter's user avatar
  • 13
0 votes
0 answers
106 views

When I calculated the inverse matrix, I found that the error in using the float data type would cause the inverse matrix calculation error. Is there any good solution? ...
noodle_run's user avatar
0 votes
1 answer
115 views

There is function compose View Matrix, it's software rendering project. Used fixed point math. phd_sin() and phd_cos() user defined functions implement sin() and cos(). Please explain this ...
black4joss's user avatar

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