Welcome, again, I decided to give you a piece of xenon, this time it is a small library of the large possibilities offered by matrices. What is the matrix? Refer to reading HERE
. And what these matrices? And here I will not be so lazy and say. All operations of transformation (no matter whether 2D or 3D) will take place on matrices, which is something that helps us complete transformation and no longer need millions lengthdirs to rotate the arm of our skeleton, it is sufficient to "rotate a matrix" and multiplied by the vector of point (2D/3D) and transformed as a result we get a point. In addition, a matrix has the good property of transformation as the composition and can store all the transactions made in transforming itself, without having to worrying about lengthdirs and multum calculations. For most people writing 3D game in GM has a problem with cameras that do not always like to be set, which may distort the picture. The more people wanting to rotate the camera in the X-axis (gamma angle) is not able to do so, and that comes with the help of a matrix, which "rotate", transpose (to move it to the GM orientation in space), multiply by the matrix vector of looking and the vector of the top of the camera. As it reads, it seems wild and confusing, but in the example is to use a much simpler, for this I recommend to check how it works, because it is very useful to relieve the CPU, you can also give examples of their proposals for the transition DownloadThis version includes:
* simple flight simulator camera (rotate the camera using the W, S, A, D, Q, E)
* advanced flight simulator camera (rotate the aeroplane using Arrows)
* skeleton animation (kind: humanoid)In the Game Info is TODO list, I will be happy to add Your ideas Screens:
Edited by PsichiX, 16 June 2009 - 10:08 PM.