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- Making a custom 3d rendering engine. Having a few problems with world positioning
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 Originally Posted by Freshmaker
For the world positioning issue, I'm not sure exactly what the problem is other than that there is some problem and it deals with "world positioning", whatever that means. Luckily, you seem to be on your way to solving it.
I didn't read the links posted, but I will say that the rendering pipeline is done using Linear Algebra techniques, not direct application of trignometry the way you have done. I would suggest switching to the traditional methods as they're more common (and easier to find help on), much easier to understand and manage, and they are less prone to programmer error (typos, etc).
As for the quaternion issue, it's important to realize that rotation matrices and quaternions are interchangable in most cases. If you cannot understand quaternions, then using the matrices instead is probably fine. Of course, most people don't understand quaternions and use them just fine as well. At any rate, if your objects are changing size because of a quaternion-related piece of code, it is usually because you're not renormalizing your quaternions. Without renormalization, error will accumulate and cause incorrect rotations and transformations. The same is true, as you may have guessed, with rotation matrices (but the normalization costs are different).
Last, the flash crew isn't typically familiar with this stuff, but neither is the typical non-flash programmer. If you're looking for people who are, you need to look in the right places--game, rendering, physics, and math sites, for example.
When I said "world positioning" I was meaning, well basically. There is the positioning of vertices in the objects. Thats the world within the objects. "World positioning" is referring to the positioning of the objects in the world in which the camera moves in. Best way to describe it is putting a boxes inside a box, or spaces inside a space. Well I think you know what I mean.
But anyways, I seem to be handing the vertices positioning fine, problem is, my objects positioning seems a little odd.
Oh and, Well I don't really know what the traditional methods were, so I just went a long with my own flow using the tutorials I found.
And I decided to ditch quarternions for now, I don't think I will be able understand them for a long while lol.
Oh and in case your wondering why I'm talking about it like as if I haven't solved any of it yet, its because I haven't, it was driving me nuts so I took a little break, gonna get back to it soon.
I'm still not sure how I'm gonna go about occlusion culling, I do have a method that should work in mind, but its rather complex.
Last edited by cody112; 07-12-2010 at 04:31 PM.
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