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12:15 AM
Maxiomo!!!!!!!!!!!!!!
Maximo!!*
Maximo is the BEAST dancing and eating fools on his dinner table.
 
need help urgently on some 3d rotation matter, anyone keen to help? :)
 
@MickLH http://www.turbosquid.com/
the free stuff here is *mostly* shit, but you might get lucky.
a lot of the paid stuff is really good though
@donysukardi I'll be semi-bored for the next couple hours. what you got?
 
im trying to place a 3d object relative to existing mesh. however, i couldn't seem to get the rotation right
var quaternion = new THREE.Quaternion().setFromUnitVectors( (new THREE.Vector3( x1, y1, z1 )), (new THREE.Vector3( x2, y2, z2 )));
quaternion.normalize();
i'm using quaternion based on the two vectors, but it seems to be giving me a perpendicular angle to the one that i'm expecting
 
12:52 AM
okay...setFromUnitVectors()...
"Sets this quaternion to the rotation required to rotate direction vector vFrom to direction vector vTo."
I'm not really sure what your image means
 
oh.. basically what i'm trying to do is to project 2d wall onto a 3d one. the white square is a window
so when user add windows on the left part of the screen, i'm supposed to place the actual window on the 3d preview
 
okay, so the 2D wall is a quad that is being rotated to be flat against the 3D wall?
 
yes. and i'll be using CGS to apply cutout on the wall. but that's after i figure out how to get this right
i mean CSG
 
okay. now, does the 3D wall have a rotation stored somewhere? and how is it stored? as another quaternion?
 
1:08 AM
maybe i should give you the context of what i'm trying to do
- user draws 2d floor plan, the program then construct a room with walls based on the plan
- so from 2d vectors, i constructed walls using extrude, so no, i don't really have the rotation of the walls)
- use chooses a wall, add windows to it on the 2d plane
- for the windows in 3d, i just use box geometry, size it accordingly
 
ohh okay, I understand your image now
whoohoo I get it! :D
 
YAY!!!!
i wish i had practised my comp graphics more. i've somewhat returned em to the lecturers as i'm working more on web and mobile stuff now
 
okay, now to figure out how to get the result you want...
I assume Z is forward for your project?
 
i don't mind giving you token of appreciation if you can help me resolve the issue(s) / i have some more after this :/
yeah it is.. facing the user
 
Z goes toward the user? not away from the user?
positive Z that is
 
1:16 AM
towards the user, out from the screen
it's a webgl with three.js project
 
var quaternion = new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(1, 0, 0), (new THREE.Vector3(x2, y2, z2) - new THREE.Vector3(x1, y1, z1)).normalise());
try that
you might have to play with the first vector. it'll be 1 or -1 in one of the 3 directions. depends on how the two walls are oriented.
err wait
there, that edit should do it
and I'm not sure you can directly subtract vectors with three.js, lol, but there should be a similar method
var right = new THREE.Vector3(1, 0, 0);
var wallDirection = (new THREE.Vector3(x2, y2, z2) - new THREE.Vector3(x1, y1, z1)).normalize();
var quaternion = new THREE.Quaternion().setFromUnitVectors(right, wallDirection);
more readable
 
okay, let me try it
 
what setFromUnitVectors() does is finds the rotation required to get from right to wallDirection
what you had before was interpreting the beginning and end of your wall as directions and trying to figure out the rotation to get from one to the other, which doesn't make much sense at all
 
1:32 AM
you're such a life saver!
looking much better.. but it's not sitting exactly flat on the wall though.. :O
i guess that might be the issue with the algorithm to expand the basic polygon?
 
1:48 AM
Icy, you still there?
 
2:02 AM
@donysukardi gah sorry, got distracted by some random guy who was wrong on the internet
 
lol
 
that inaccuracy is odd though... perhaps you're using the outside-left and inside-right corners of the wall to get your direction?
 
i'll take a closer look on that again
another thing to trouble you, how do i rotate the room such that the blue wall is facing north (top)?
 
you need a rotation matrix (or quaternion) an an origin. then for each vertex **v** you do...
vec3 newPos = (v - origin) * rotMat + origin
or if each wall has its own position then you can replace v with that position and move the whole wall at once
aaand depending on whether your matrix is row or column major, you might have to do "rotMat * (v - origin) + origin" instead
that explanation probably doesn't do you a lot of good unless you're familiar with vector math... I really should write a blog post on the subject to link to people.
 
profound.. profounddddd..
i know right
are you available for hire? maybe i should just let you do it for me :/
 
2:17 AM
I am...kind of. But only part time, and one of my school projects is going to kill me for the rest of the semester so I probably shouldn't pick up a new job yet anyway. Next semester might be better if my capstone doesn't kill me in the same way.
 
just to touch up on this part, shouldn't take you too long right? lol.. it'd prob take me forever
 
longer than you'd think. getting accustomed to a new project enough to actually work with it is painful. and we'd have to work out payment and all that. really not worth it for either of us. sorry.
if I was picking up random freelance projects routinely, I would totally take you up on the offer.
I might start doing exactly that next semester, but not yet
 
cheers! but you've been really helpful :D
 
no problem. I hang out here a lot, and there are a few other people here who are great with math like that, so feel free to ask more questions whenever.
 
lol.. i don't think i'd ever wanna touch 3d stuff again
i major in game dev.. but never really like doing the maths/physics stuff.. now i'm more into web and mobile
 
2:35 AM
I made my own bare bones game framework and started on a math library just because I didn't have any good ideas for a real game and I wanted to learn how it all works. I probably wouldn't have been able to help if I didn't do that.
even gamedev degrees focus too much on "how to program" and not much on "how to solve gamedev related problems"
which is necessary, but sometimes sad
not sure if that changes for postgrad degrees. haven't gotten there yet.
 
Hey guys
 
2:54 AM
hey hey..
@icy
 
I went on a college visit today.
 
hiya #
 
@IcyDefiance i guess that's because at the end of the day, people just want to get their job done without thinking much on the fundamentals
 
well, my point is that "how to program" is more fundamental than the abstract "subtracting a vector from another vector just changes the origin of the first vector and this will be very useful very often"
most people enter college not even knowing how to program, so those bigger picture, abstract things are pretty hard to teach
 
Hey I'm not in college and I know how to program. How am I doing?
 
2:58 AM
you're doing very well
seriously, very well
 
That's comforting.
 
you're ahead of 80% of the people in my classes.
 
Haha
 
on the other hand, that 20% often beats me and I don't like them. stupid competition.
I usually win in terms of math though
 
There's always two sides of the coin.
Went and visited Indiana University today, tomorrow I'm going to see Purdue.
 
3:05 AM
Hahaha.. That reminds me of my class. A lot of them took up game development simply because they liked to play games.
as for me, I'm more interested in the object oriented and aesthetic aspects
 
People take game classes because games are fun. Who doesn't like games? What they don't realize is that they're not giving people who actually want experience in that industry a chance and hogging up class resources so that they can have some downtime (they don't know how hard game dev is until they do it) or have fun.
 
is it that bad?
 
it's not at my uni. class sizes are fairly small and the profs are usually more than happy to answer questions after class or during their office hours.
I haven't ever felt like anyone is holding me back there
except for the requirement to get a degree in the first place... so many companies want it to even consider hiring someone. I think that's kind of stupid.
nothing against the uni or any of the students though
 
3:41 AM
Yello!
 
 
3 hours later…
6:23 AM
I'm announcing the death of Unity engine
 
@Lasse probably not
unity still has better web support and apparently it is the only engine that supports low-end devices
UE would probably never go backwards on their tech, supporting low quality rendering and all that
 
6:47 AM
Ahahaha, I love Steam friends & family sharing. Civ:BE basically for free! :D
 
Hey guys
 
@snake5 well that thing does not yet even support mobile, but when it does, my prediction applies
 
7:07 AM
@Lasse that's assuming unity stays as it is right now, but that's just not going to be so
 
7:36 AM
It'll stay badly designed, screwing with C# standard and all that crap I'm pissed off about in unity
 
8:00 AM
@Lasse when we're talking about product profitability, none of that really matters
I hate the design Unity has too
particularly the ECS
and the mess called "project folder"
but the main question to consider is - can you and how easy is it to ship something with it
 
8:13 AM
I say it's two times slower to ship with unity because of it's bad design
 
@Lasse two times slower than what else?
in certain requirement combos, there's just no one else to offer a shipping plan
 
8:28 AM
UE, but the problem is as you said that only unity ships to all mobile platforms
 
 
2 hours later…
Jon
10:19 AM
As for UnrealC#, there are currently limitations:
Our initial release supports Mac and Windows, since these were the easiest to develop against and ship.

Internally, we have proof of concepts running on Android and iOS, and based on demand, we might complete those efforts.
 
no linux?
 
Jon
In my opinion, it is a step in the right direction.. but still too early
yah, no linux
Strictly for Windows and Mac right now.
 
considering the markets, it makes sense.. technically - not sure
 
Jon
the market here, is essentially c# game devs... which are all using either XNA/Unity, or some variant, like slimdx
 
uhh, I could develop an UE4 addon with my scripting engine if I cared
@Jon I know one who went through XNA and Unity and is now trying to make something with UE4
 
Jon
10:24 AM
and how is that going?
 
about as fast as with Unity, I suppose
says mostly good things about UE4 and predicts the death of Unity, all that
hard to judge tool performance from one-game-in-lifetime developers though
 
user92578
I wonder how much can we make developing games easier after Unity and othet visual tools have become outdated
 
@Tyyppi_77 outdated?
are they? since when?
apparently blueprints are all the rage too, these days
 
user92578
Wheb they become outdated
 
user92578
Like the evolution has been like programming -> then tools like Unity -> what comes next?
 
Jon
10:29 AM
monkeys that code for you
 
@Tyyppi_77 this is fashion and fashion goes in circles
@Jon thought they achieved that with blueprint already (¬â€¿¬)
 
Jon
We need to start a programmer's union
kinda like the writer's union
 
not sure about that
we aren't really underpaid or underappreciated
and it's not that hard to earn money with decent skills
what I need to do is to finish a proof-of-concept version of a game engine in under 3 weeks
 
Jon
ok, so get cracking
 
I'm cracking all the time
except when I'm sleeping or at work
 
Jon
10:42 AM
i went down the aisle with all the crackers, while doing groceries witih my g/f
I'm like.. "yo lets get outta here, this aisle ain't crackalacking"
 
@Jon sounds like fun
 
Jon
whoa..
i wish there was a banana next to it
 
what's inside it?
 
Pip
mornin
 
Jon
dunno.. its freaky
 
10:49 AM
@Jon only if there are other things like it inside that yellow part
 
Pip
@snake5 termites?
It IS a queen termite
 
that would suck
especially for wooden house owners, I suppose
 
Jon
reminds me of this
 
looks like an overweight snail
what is it?
 
Jon
slurm queen
 
10:58 AM
I didn't know what it is
looked it up
 
 
1 hour later…
12:16 PM
@Jon cute
it seems, these days anyone can make a GPU particle simulation
it's so damn simple, too
rendering forward and back between two copies of position/velocity data, pixel shader being the simulation code, collision checking being done by texture sampling
practical application: to be determined
 
Jon
12:34 PM
ugh.. being sick sucks balls
 
@snake5 it's not possible for every device, at least it's not that easy for every device ;)
 
@Ali.S what "every device"?
we're talking about webgl here
it's a standard, nothing to do with devices
 
Jon
ugh... 101 fever
i guess I should lay down
 
also, what if you want to implement some custom particle behavior, that requires more data, compared to simple velocity/position package? for example, it needs something like 10 floats per particle?
@snake5 I meant, not every device supports geometry shaders, or even render to texture
 
12:49 PM
@Ali.S why would you need geometry shaders? and who cares if some device doesn't support anything - nobody actually said this sample supports all devices
no need to overcomplicate things
 
@snake5 well, what you said, you at least need one of those two fetures (moving back and forth between to copies of data)
 
so?
webgl supports it
everything else pretty much doesn't matter
 
does this mean, all platforms, which has a partial support for webgl, can do such a task?
 
no idea, it's completely irrelevant
what we're discussing is making such a demo, not running it everywhere
 
oh, ok
I thought it was about making commercial products
 
12:55 PM
what products?
 
particle engine in some game
 
this is clearly not the way to make a particle engine
 
friends, I need some help in this
if you know unity then you can help me
 
1:14 PM
If you ever have any problems in life then just listen to this: soundcloud.com/pdwubs/mario-bros-2pac
 
1:41 PM
@Jon :(
@MickLH hahahahahahahahahaha
 
I'm at an impasse: I'm too lazy to beat Mono into submission, but I'm too lazy to finish up my recursive descent parser.
Do I just throw Lua in there, or do I just forget about that and hack the gameplay together in C++ too
I mean I hate Lua so much, I might as well use C++ because it's more of a "quick and easy" thing for me than Lua scripting
Last night I was struggling with my laziness bad, I evaluated Unity, Unreal, and OGRE again just to be sure I wouldn't rather suffer through getting one of those working
I'm honestly getting to the point where I might just hire goons
Give them a giant UML diagram and all that fun shit
 
:D
 
1:57 PM
@MickLH start doing everything in C++...
 
Objective C+#
2
 
@MickLH I like this one much better: soundcloud.com/thelivingtombstone/smokemayameveryday
 
what one
that just goes to a list
 
You know these gamedev dudes dream code, start fufillin'
...fuck that.. I get goons like an archvillain
 
:D
maybe sometime when you're bored you could make a gamedev rap :)
 
user58869
1:59 PM
that was a gamedev rap
 
I mean a little longer and with music
:)
I did not play LoL yesterday, and I was in Montreal
boardgaming; went later than anticipated
also didn't get the lunchtime game since i was visiting a friend showing me his oculus rift thing he's going to release soon
 
nice, would like to try an OR sometime
 
I discovered the reason people get sick using it
the latency between turning your head and it moving the view
it's not huge, but it's enough to make you woozy if you're sensitive
not sure which version of the hardware he has, but he's had it for a while
(have to track down why backnavigation isn't working in a game Santiago studio is working on)
 
"Objective C+#" wait do you mean Java?
 
@MickLH I think he meant a combination of all good things in them, not all the bad things...
 
2:06 PM
teehee
 
2:17 PM
hahah :D
wrong windo
 
user92578
2:39 PM
that was a really boring expo
 
user92578
Hey guys!
 
hi
 
2:52 PM
Nope, fuckit, just reusing the code from my last language parser! Decision forced FOREVER MUAHAHA
 
user92578
reusing code ++
 

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