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Mucky Muck Ninja
21
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Joined: 4th Sep 2003
Location: im not entirely sure
Posted: 16th Feb 2004 07:07
Would it be possible to make a matrix into a sphere like a planet? I was thinking that this would be useful for my game.

Am I an Idiot...or is everyone else just really smart?
The admiral
22
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Posted: 16th Feb 2004 07:18
I think there is a command to wrap a matrix to an object but im not sure youll have to read into it a bit i guess.

[href]www.vapournet.com/~flyer[/href]
Mucky Muck Ninja
21
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Posted: 16th Feb 2004 07:24
i don't see any command like that in the matrix commands.

Am I an Idiot...or is everyone else just really smart?
BatVink
Moderator
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Location: Gods own County, UK
Posted: 16th Feb 2004 08:50
No, you can't do it. The x and z coordinates are static within the matrix, you can only alter the Y coordinate to create height.

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
walaber
21
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 16th Feb 2004 12:45
you could probably make you own using memblocks, and some kind of 3D sphere code... instead of changing the Y component, you could change the distance from the center of the sphere. it would actually be pretty interesting!!

you'd need an algorithm to make a sphere out of triangles, with a set number of divisions for longitude and latitude. you could probably find it on the net as most modelers can make them!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 16th Feb 2004 17:35
As a side note: Depending on what you want to do, search for the 'tiny world' thread. It has some polar navigation code for small worlds.
--
TAZ

Mucky Muck Ninja
21
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Posted: 16th Feb 2004 18:48
I doubt I would be able to do what I wanted. I would have also needed to have waves going around the world and I don't think I could do that.

Am I an Idiot...or is everyone else just really smart?
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 16th Feb 2004 19:21 Edited at: 16th Feb 2004 19:25
Well, the tiny worlds thread was about positioning and moving over a sphere. It you want to animate the geometry of an object, try this thread:

http://darkbasicpro.thegamecreators.com/?m=forum_view&t=21116&b=1

Basically, I load a model into a memblock, tweak it, and then display it. Waves on a sphere would be some serious math, but not impossible using this technique.

Try the source code and hold down the space bar. The plane animates with random noise at a pretty good frame rate.
--
TAZ

[edit] Yeah, I know it is not a perfect solution, but if nothing else pans out there is always this method.

Philip
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Location: United Kingdom
Posted: 17th Feb 2004 18:33
@Zircher

Ok I realise this is REALLY pedantic and I apologise to you but I just can't stop myself from saying it. Anyway, what I am unable to stop myself from saying is that spherical coordinates are exactly that - spherical and, hence, 3d. Not polar. Polar coordinates are 2d circular coordinates.

[Zircher hits Philip with a large salmon]

I probably had that coming. Oh well.

Philip

What do you mean, bears aren't supposed to wear hats and a tie? P1.3ghz / 384 megs / GeForce MX 5200 128meg / WinXP home
zircher
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Location: Oklahoma
Posted: 17th Feb 2004 22:32
No problem, but if I were to whack someone with a fish, it would be a hagfish.

I've never heard of spherical coordinates used in an official capacity. So, I was at a loss for words. Astronomy-wise, there's right ascension and declination and if you're lucky parallex. (parsecs = 1/parallex) But, it is not very easy to digest hours, minutes, seconds, seconds of arc (arcsecs), or milliarcsecs.
--
TAZ

qwe
21
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Joined: 3rd Sep 2003
Location: place
Posted: 17th Feb 2004 22:56
if intersect object from u to center circle is greater than char height then move towards center of circle

if intersect object from u to center of circle is less than your char height then move away from circle

this way you can be pulled to the world
maybe its not the best way, but it should work

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