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Posted 1 Mar 2014Have you read the pinned thread? There are a whole bunch of resources linked from there, including popular APIs.
Also, there's a pretty comprehensive list on Wikipedia http://en.wikipedia....of_game_engines
Posted 28 Feb 2014I found a tutorial here (http://zxiiro.wordpr...l2-development/) that should guide you through it.
Hope that helps.
[Edit] Fixed link.
Posted 28 Feb 2014The simple (and probably vague) answer is that you need to reverse whatever sequence you perform to transform the point into screen space.
If you could provide more information about your exact situation, you may be more likely to get a decent answer.
However, I'll assume you're trying to achieve picking (i.e. clicking on something you've placed in the world).
The usual technique, if you're using a standard camera set up with view and projection matrices, is to calculate the position on the camera's near plane and use that to cast a ray from the camera through the world and determine what it intersects with. It is also possible to calculate where the ray intersects a particular plane (e.g. where the ray intersects the plane Y=0 is often used as the position on the "floor" of a click).
To calculate the aforementioned "position on the camera's near plane" of the click, you reverse the transformation that was applied to transform the model into projection (screen) space to begin with. Usually this involves converting the pixel coordinate into the range used by the projection space (often -1 to 1) and then multiplying by the inverse of the view and projection matrices (make sure you get the order correct).
RasterTek has a tutorial for this, by the way: http://www.rastertek.../dx11tut47.html
Posted 6 Jan 2014Well, I haven't been hanging around as often lately because I've been busy, but I'll go ahead and join in anyway .
My name is Joe, I've been programming for around 8 years in different forms, specifically in games for almost 4 years.
Currently I work mostly with C++ and DirectX 10/11, and recently have been focusing on the graphical side of things.
I haven't been working on any large projects, or full games, for a while now, mostly just little demos, proof of concepts and experiments.
I'll try and root out something pretty to post a picture of
As a suggestion, couldn't we do some challenges? Or a gamejam of sorts?
I think this is a great idea! I'd be happy to help come up with ideas, provide material or even mark/moderate. Otherwise, I'd possibly take part!
As promised, here's a screenshot of something I'm working on at the moment. This is a dummy scene I'm using to test the flexible and configurable post-processing system I'm working on:
Posted 1 May 2013What have you tried? aaron1178's post gave quite a bit of guidance. You've said your code still doesn't work, but you haven't said which part of his guidance you took.
Also, to be a little picky, if you tidy your code up it may help. Get some comments in there and neaten it up.
"Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Not Quite Known
Pick a style guide and stick to it, mainly for readability and consistency. I like this one: http://www.possibili...ngStandard.html
Post what you've tried, and we can try again to help you.
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