General Discussions

Welcome, Thirddaysaved! – HanClinto

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Saw your first posts over on the CCN contest thread, and just wanted to give you a welcome to our forums!

quote:
Originally posted by ThirddaySaved:
Ya... I am a Christian and just get really worried when I think I might be cheating or plagerising... I use a lot of forums, and websites to figure stuff out, but I try to completly understand the code I find before I use it. If I dont, it get's me really annoyed...


I know what you mean -- I use a lot of forums to see how people did things. I don't know how many times I've had to Google an error message just to understand what was going wrong in my program -- much of the time it will come up with a forum post where someone is helping someone else through the same issue.

The web can be a wonderful tool.

Anyways, really glad that you're here! Feel free to tell us about yourself -- how long you've been programming, what kinds of games you like, your testimony, or links to some other projects you've worked on.

Cheers!

In Christ,
clint

ThirddaySaved

Member

Posts: 30
From: MA,USA
Registered: 07-26-2007
Wow thanks... I've never been welcomed in a forum before... this place is fantastic, and I feel blessed to of found it. I've been feeling sort of dull in my faith lately, and today I was looking around GameDev, and found a link to a Christian Programming Competition... and I was amazed... It feels as if God leads me to these things... I've been programming for about 3-4 years now, but I've loved computers and electronics since I was like 5... I think I actually built my first computer when I was either 12 or 13, and I've programmed in quite a few languages... Visual Basic, C++, PHP, DarkBasic, Perl, ActionScript(Flash), and plenty of other things I cant remember...But anyways... Thank You very much

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~~ Peace, John 3.16 ~~

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Yeah! Welcome to the forums and feel free to ask any questions here too! We'll answer/help you find an answer to the best of our abilities!
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Welcome to CCN! I hope to see you around for a long time.

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ThirddaySaved

Member

Posts: 30
From: MA,USA
Registered: 07-26-2007
Hey Mack, your games look fantastic... I was just looking at Eternal War, and the graphics are awsome... if you don't mind me asking, what language did you do that in? I've been wondering what would be te best one, but also professional...

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~~ Peace, John 3.16 ~~

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Originally posted by Thirddaysaved:
Hey Mack, your games look fantastic... I was just looking at Eternal War, and the graphics are awsome... if you don't mind me asking, what language did you do that in? I've been wondering what would be te best one, but also professional...

Thanks. For Eternal War: Shadows of Light we used C (I think) and QuakeC. For Eternal War: Nightmares we're using C# and C++ mainly.

ThirddaySaved

Member

Posts: 30
From: MA,USA
Registered: 07-26-2007
Sweet... thats what I figured. So, maybe you can help me... I am saving a copy of my previous View matrix constently into a variable called ViewMat. Now before I do this, I get the keyboard state, and check for Up, Down, Left, and Right. I then store the Left/Right state in a Float called X. I store the Up/Down state in a Float called Z. What I store is simply either a positive, or negative number... i think Right = .01, Left = -.01... and Up = 10, and Down = -10. I then take my ViewMat variable, and do this... [ViewMat=ViewMat * Matrix.Rotation(x) * Matrix.Translation(New Vector3 (0,0,z))] ... This changes my matrix's orientation , and moves it. Now I set my[Device.Transformation.View=ViewMat]... I reset my X, and Z Floats to 0.00, and now heres my problem... I need to test for collision, and so I need the true Vector3 position of the View matrix. When I perform the transmorms above, the Z Axis is the only one that is changed, and it is only set by the current orientation... If you understand what I'm getting at, can you help? So if I had the actual position, witohut any orientation, I could use a bounding box to test it... but sadly I don't... anyways... thanks in advance... o, and just tell me if you want me to move this to the Gaming section... I don't want to now, because many forums don't like double posts...

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~~ Peace, John 3.16 ~~

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
This should help...

http://www.gpwiki.org/index.php/3D:Matrix_Math#Transformations

quote:
a translation matrix contains the X, Y and Z distances in the first 3 elements of the bottom row

The position in the matrix isn't affected by the rotation/scaling... though a good practice is to generate your matrix on the update, having your position/rotation/scale stored somewhere on the class/structure of the object.

Such that:

- create position matrix - using your stored position (vector) (using D3DXMatrixTranslation(&matTrans, pos.x, pos.y, pos.z) if I recall correctly, Matrix.Translation() for VB (never used DirectX in VB, but seems to be what your doing))
- create rotation matrix - using whatever rotation you want (I typically use a vector to define the axis, or just 3 floats (yaw, roll, pitch)
- create scale matrix - using your stored scale (vector)
(Note: any of those can be left out if your not going to use them (commonly scale))

- multiply them to form your main matrix
- apply the matrix to the object

So you'll always have a vector with your current position which will be what the matrix is position comes from.

Hope that helped...

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jonwarner.net

[This message has been edited by dartsman (edited July 27, 2007).]

ThirddaySaved

Member

Posts: 30
From: MA,USA
Registered: 07-26-2007
Hey Thanks a lot...I understand what you saying, but I dont think it will fix it... I already tried doing what you said... I think... and I couldn't get an orientation... I am using this as a First Person Camera, and I am only moving along the Z Axis. That meens that if I start at (0,0,0), and then translate to (0,0,3), then my orientation stays the same... but then if I rotate the Axes, the orientation changes, and I am still at (0,0,3)... then when I move forward again, I will be at (0,0,4), but I may really be at (1,0,4)... I will try to read a bit more about it on link you game me, and Thanks a lot (You guys respond really fast... actually kind of amazing)

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~~ Peace, John 3.16 ~~

Matt Langley
Member

Posts: 247
From: Eugene, OR, USA
Registered: 08-31-2006
Welcome

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Matthew Langley
Lead Documentation Engineer
GarageGames

samw3

Member

Posts: 542
From: Toccoa, GA, USA
Registered: 08-15-2006
Man, you guys are night owl's Except darts of course! Anyways. Welcome to CCN 3rd!

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Sam Washburn

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
quote:

o, and just tell me if you want me to move this to the Gaming section... I don't want to now, because many forums don't like double posts...

We're really lenient in ways of rules and stuff. A little briefer on the untold, but known guidelines. Mods, correct me if I got something wrong:
Double posting:
When someone presses the submit reply button twice in a row because they get tired of waiting, (happened to most everybody once) Another form of double posting is to reply to your own post, that isn't a big evil, but its not really prefered, when you can, use the edit button.

Resurrecting/(known in some forums as necroing):
When someone posts to a thread that hasn't been locked, but is 6 months old, or older. Also something pretty much everybody has done. I did it once or twice, and I'm still here, so they're pretty lenient.

Curse words:
I don't know much about restrictions, but just don't use them.

Flames:
Don't do it, our only case of banning that I know was through constant flaming. (personal insults)

Trolling:
Rarely seen around here, from what I know of it, its provoking another to start a flame war.

Anyway, that's what I can remember of the Don'ts. Its really not that hard if you're not really a flamatory person, and they're pretty lenient, I'm by far not the oldest here, (in terms of length on CCN) but I am one of the activer posters, and I remember being surprised how quickly these guys responded as well.

Finally,
Welcome to CCN!

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Double posting

If I see it then I delete it.

quote:
Resurrecting threads

This annoys me, but only when the reply to the 'dead' thread is meaningless.

quote:
Curse words

You get a warning, then you get banned.

quote:
Flames/Trolling

If it's deliberate then you get a warning and then a ban.

Sometimes we mods need assistance from the community on these issues. If you see something then either email or PM us and we'll check it out. We have day jobs and families too so sometimes we may not see everything all the time.

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dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
quote:
(You guys respond really fast... actually kind of amazing)

quote:
Man, you guys are night owl's Except darts of course! Anyways. Welcome to CCN 3rd!

heh... I was bored at work (even though it's like crunch time :S) so was checking the forums every 10 to 30 mins :P hehe

Hmmm... ok... I've actually got the solution I think you want... In my simple 3d engine in C++ and DirectX 9.0c I used a function called 'D3DXComputeBoundingBox()' (most likely just 'ComputeBoundingBox' in VB), which you pass in the vertices of your object (if it's a mesh it's easy as (lock the vertex buffer of the mesh and pass in the vertices) or even easier if it's just using vertex buffer then just pass that in) and you get a Vec3 of the min/max bounds of the object (axis-aligned).

Although, it'll be axis-aligned so you'll need to rotate it (there are numerous solutions in doing so, the only one I can think of is using 'D3DXVec3TransformCoords()' (guessing Vector3.TransformCoords() for VB) and doing that to the min/max bounds).

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jonwarner.net

ThirddaySaved

Member

Posts: 30
From: MA,USA
Registered: 07-26-2007
Hey, Thanks Dartsman... That sounds fantastic, and since it's morning again I'll will do a whole bunch of trial/error until I get someting that works. I will definatly try what you said... but the ComputeBoundingBox() method asks for either a System.Array, or a GraphicsStream in the first parameter... I tried using GraphicsSteam, but I was unsure if that is what I really needed... so I tried other stuff... and now I'll try again... but if you guys know how to use ComputeBoudingBox(), then I'd love the help.

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~~ Peace, John 3.16 ~~

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
ah ok... well a quick google I was able to pull out that it's the Vertex buffer (same as C++ parameters)...

so check out:
http://www.gamedev.net/community/forums/topic.asp?topic_id=330896

Or even better:
http://msdn2.microsoft.com/en-us/library/ms229645.aspx

basically the main point is:

Dim vertexData As GraphicsStream
'...
' Compute the bounding box for a mesh.
Dim description As VertexBufferDescription = meshes(i).VertexBuffer.Description
vertexData = meshes(i).VertexBuffer.Lock(0, 0, LockFlags.ReadOnly)
Geometry.ComputeBoundingBox(vertexData, meshes(i).NumberVertices, description.VertexFormat, meshBoundingBoxMinValues(i), meshBoundingBoxMaxValues(i))
meshes(i).VertexBuffer.Unlock()

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jonwarner.net

ThirddaySaved

Member

Posts: 30
From: MA,USA
Registered: 07-26-2007
Wow... thats actually really cool. I am now able to make the bounding box(I found you don't really even need the GraphicsStream, because its the same data as the original array... just with more functionality for other stuff). Now my problem is with world scaling... and I still need to be able to find out where my camera is in world space. But thanks a lot guys. O, and are we aloud to use HTML in our posts... I read something about it in the begining form, but wasnt sure...?

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~~ Peace, John 3.16 ~~

[This message has been edited by ThirddaySaved (edited July 27, 2007).]

[This message has been edited by ThirddaySaved (edited July 27, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Thirdday. HTML won't work, ubb does though.

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

ThirddaySaved

Member

Posts: 30
From: MA,USA
Registered: 07-26-2007
wow... thats funny... When you make a set of [Code] tags, and then edit your post it looks as if they are translated into HTML... but thats probobly just because thats how the browser needs to read it, and the CCN server probobly translates that, but blocks all other HTML... and it ends up looking that way...

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~~ Peace, John 3.16 ~~

[This message has been edited by ThirddaySaved (edited July 27, 2007).]

[This message has been edited by ThirddaySaved (edited July 27, 2007).]

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Yeah, that's correct. If you edit your post after putting a [code] tag in it, then you need to replace the <blockquote> and other HTML with appropriate [code] and [/ code] tags.

It's just one of the (several) little quirks we've learned to live with on these forums.

--clint

ThirddaySaved

Member

Posts: 30
From: MA,USA
Registered: 07-26-2007
Hey, Where is CCN based? Is it mainly in the US, or are you in a different country... I'm guessing because of the posting times indicated that you are on the East Coast, but I'm not sure...

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~~ Peace, John 3.16 ~~

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
It's all over. Dartsman and DavidLancaster are both Australians from the Land Down Under. Several are in Europe (such as Jari and D-Sipl), and a couple from South America (CPUFreak and Guategeek). Most members are probably from North America -- there are several Candians, and a bunch of people spread out all over the US as well (which probably comprises most of the population). Some people have the "From" info filled out underneath their names, but a good chunk don't as well.

I'm honestly not sure where the CCN servers are hosted, but the community is certainly wide and varied. We have people here from a good number of denominations/religions: protestants of all flavors, catholics, non-denominationals, I think we've had at least one or two Mormons that I can remember, agnostics, atheists, "new age" eastern religions, etc. But for the most part, it centers around fairly main-line Christian.

I really like the community here, and while it has its ups and downs, I for one am overall blessed by it, and hope it's a blessing to others as well.

Cheers!

--clint

[This message has been edited by HanClinto (edited July 27, 2007).]

ThirddaySaved

Member

Posts: 30
From: MA,USA
Registered: 07-26-2007
Thats awsome, someday I hope to start a Christian coorperation up... Based all around Gaming, and Programming. I believe that computers are an essential modern tool to preaching, and evangalism. This site inspires me a lot, and I'm still amazed I found it(I didnt think there was anything like it!)

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~~ Peace, John 3.16 ~~