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Why is my perspective projection matrix looking down positive z rather than negative z?code:
code:
Thug Bonnet fucked around with this message at 23:00 on Dec 10, 2007 |
# ¿ Dec 10, 2007 22:56 |
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# ¿ May 3, 2024 21:40 |
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Can someone point me toward a good, no-bullshit discussion of quaternions that includes practical code examples? I always end up finding either high-level descriptions of the math involved or API-specific implementations. I'd love to see a bridge between the two somewhere. I haven't found the gamedev articles to be particularly helpful (they seem to suffer from the same problems).
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# ¿ Jun 13, 2008 01:44 |
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more falafel please posted:The O'Reilly book Physics for Game Developers has a good explanation of quats. I haven't seen a good online discussion, but I can't say I've looked. I'll definitely check out the book. Is it good otherwise?
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# ¿ Jun 13, 2008 09:10 |
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Wuntvor posted:Well, since this is a question I've been dealing with again and again, I thought I might as well post here. Basically, I have a very hard time deciding what language to do my game programming in. C# is what I'm most comfortable with, so XNA would be the natural choice, but I'd like at least the possibility to run the game on Linux as well. You're going to have a hard time finding a single library that does it all and is completely cross platform. I don't know if I would recommend it but you could probably use C# for your Win32 gui code, use managed C++ for the core, and of course use something other than C# for the gui on other platforms. I think you'd be making life harder for yourself that way, though. The other option is to mix and match your libs, say SDL (or whatever) for your video/input/sound, and something else (probably platform specific) for your gui lib. You could also write your own in SDL, too.
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# ¿ Dec 1, 2008 12:04 |
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bullet is way, way overkill if you just want to know if things are bumping into each other
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# ¿ Jan 18, 2009 01:35 |