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I just found out about and tried "Microsoft Expression 3" - it's both an encoder and screen capturer. It's also free, and seems to work well.
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[quote user="UberGeekGames"]This has been a longstanding issue that many Creators have run into, and should really get fixed. You can vote on it here: https://connect.microsoft.com/feedback/ViewFeedback.aspx?FeedbackID=496026&SiteID=226
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Is that really an issue? What if everyone has passed it and then the last reviewer ...
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[quote user="GodOfOdd"][quote user="UberGeekGames"]Just do this:
effect.World = object_rotation * Matrix.CreateScale(your_scale);
Unless I'm misunderstanding the problem?
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You have to remember this is DirectX/XNA so local scales multiply on the other ...
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[quote user="UberGeekGames"]Just do this:
effect.World = object_rotation * Matrix.CreateScale(your_scale);
Unless I'm misunderstanding the problem?
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Unfortunately it doesn't look to be that simple. Doing that skews my model, and scales it always as X going ...
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I'm having trouble figuring out how to scale my model based on it's local axes/orientation. Right now it doesn't take in consideration the rotation of the model. What kind of formula, using the XNA matrices, would I need to create such a transformation?
Any help is appreciated.
EDIT: I thought I'd show what I've got ...
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Description:
I am looking for 1 intermediate or advanced C# programmer to work with me in advancing my current game engine. The biggest job and concern for this person would be to move the design I have already implemented for my 2D rendering to 3D. I would also like for them to improve (in other words speed up or optimize) code that has already ...
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KB, where exactly do I plug in my rotation values which I said my class had to rotate the model? It seems you're using Vector3's for each axis like most of what the other posts I'd read talked about needing/using.
If this is the only way of doing what I'm wanting to do, how do I create, or what makes up, a Vector3 axis? ...I ...
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[quote user="dgreenheck"]Have you tried Matrix.CreateFromYawPitchRoll() or Quaternion.CreateFromYawPitchRoll()? That might be what you need...
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I'd tried this, but the Pitch didn't work the way in which I wanted it to.
KB, I'll look into what you suggest a little later on and will post with my ...
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I have a class I've created that stores the rotation values of the model it holds. Based on these rotation values, I'd like for it to rotate the model on its local axis - yet, when rendering a Model I have only the Perspective, View, or World matrices to set it's orientation. My problem lies in the fact that when I go to set the ...
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[quote user="Nick Gravelyn"]So you just need 3D sphere collisions? Or a full 3D physics engine? What exactly are you attempting to achieve? With some more details I'm sure people can make some better suggestions. The quick one would be to look at JigLibX and see if that can work for you as it's one of the most complete 3D physics ...