Questions tagged [transformation]
Transformation in game development is usually refers to linear algebra operations on points, vectors and matrices.
537 questions
0
votes
1
answer
135
views
In game engines and 3D rendering, which coordinate system results in the least amount of operations to transform and render scenes?
I understand this is a slightly esoteric question, but its something I've constantly asked myself over and over when using various 3D design tools and game engines.
In what way should models be facing,...
3
votes
1
answer
138
views
What is this rotation/translation tool thingy called?
I am currently working on filling out some tasks for a task board and I realized I have no idea what this thing is called. It's an axis thingy that you can grab to translate and rotate an object. I ...
1
vote
1
answer
70
views
Gizmo scaling with arbitrary reference coordinate system
I am currently implementing gizmos in my engine (or rather continuing the implementation I made a year ago). I had implemented a way to choose whether transformations are applied based on local space ...
0
votes
0
answers
121
views
Why does this code behave strangely with different camera angles?
Relevant to this issue are two MonoBehaviour scripts: Actor and Player. ...
1
vote
1
answer
108
views
Adjusting movement vector for converting to input vector in an isometric game
I am currently modding in keyboard and mouse support for a Unity game that only supports controllers. The game is in an isometric style, and as such, the game camera is slightly tilted. The original ...
0
votes
0
answers
65
views
GPU-friendly coordinates for hyperbolic geometry
Perspective Euclidean rendering makes use of the W coordinates in a 4-component vector by recording distance information into it and let GPU do the scaling/normalization.
Hyperbolic and non-Euclidean ...
0
votes
1
answer
161
views
Is the "View transform" just a change of basis matrix + a translation applied to each point? (to bring them into camera space)
I am learning about the graphics pipeline. My understanding of the view transformation is that you:
First create a normalized, separate coordinate system for the camera, based on its position and ...
0
votes
0
answers
74
views
Iterative Rotation, Translation, and Scale Around Pivot
I'm coding a VR application that allows the user to point the controller at an object (there's a "laser" the extends from the front of the controller and is used in hit testing) and adjust ...
0
votes
0
answers
38
views
How to Achieve the Same Object Rotation [duplicate]
How can I achieve the same object rotation as in this video? I can't figure out how this type of rotation is implemented. Where should I start looking? As far as I understand, after the rotation, the ...
0
votes
1
answer
90
views
Have enemy move toward player when spawned
Have an basic enemy prefab that when spawned, I would like it to lock to player and move toward them, with smooth rotation. However, as you can see in this video, the enemy initially moves away from ...
2
votes
0
answers
84
views
How to convert a quaternion to another coordinate system where y and z are inverted?
I have quaternion representing a camera pose in a coordinate space called "World Frame 2":
x+ = right
y+ = up
z+ = out
...and I want to convert it to another space called "World Frame ...
0
votes
0
answers
48
views
localPosition for UI object gives different results from its values in the script
Here is my script for opening animation. It basically sets the localPosition of an object out of the screen and then brings back in smoothly. The problem is I got ...
0
votes
2
answers
96
views
Position camera to 'head' joint's position in skeletal animation
Finished this great tutorial on skeletal animation:
https://learnopengl.com/Guest-Articles/2020/Skeletal-Animation
All works as expected, no issues!
Here is what matrixes I use to achieve skeletal ...
1
vote
0
answers
72
views
Cannot transform vectors from viewport to world
I started working on a small raytracer project, and i decided to reuse my already existing openGL renderer to do this, i'm using GLM to manage transforms/positions.
However, i stumbled upon a very ...
1
vote
0
answers
125
views
How to calculate a direction vector from a 3x3 rotation matrix?
I have a dataset containing 2D images of telco towers and metadata. Each 2D image has 3x3 rotation matrix which provides orientation info about the drone when it captured the image.
Now I have a 3D ...