Documentations and procedures that could be interesting

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Corsaire
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Documentations and procedures that could be interesting

Post by Corsaire » Mon Nov 26, 2007 9:18 am

I dunno if this can be of any use, but I ran into this :

"I've been wondering for some time how the newer id Software games (Doom 3, Quake 4, ETQW, etc) create interactive GUI surfaces in the world.

I peeked inside the ETQW beta SDK and found they are using barycentric coordinates http://mathworld.wolfram.com/Barycentri ... nates.html .
I found almost identical (but much more complete) code in Christer Ericson's Real-Time Collision Detection book http://realtimecollisiondetection.net/ .

So I finally know how it's done, and since the code is published in a book, it should be fair game. :-)"

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AF
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Post by AF » Mon Nov 26, 2007 10:58 am

http://en.wikipedia.org/wiki/Barycentri ... ematics%29

It sounds interesting, although it might get a little complex if its applied to 3d instead of 2d objects.

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zuzuf
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Post by zuzuf » Mon Nov 26, 2007 2:29 pm

Complexity doesn't matter, I can handle it very well. I already used barycentric coordinates in a raytracer engine I made when I was younger, and it's used in the unit collision detector to test if a ray intersects with a triangle from the model (to test if a point lies in the triangle or not). 3D isn't hard if you have all the geometric tools (the vector.h & matrix.h files have everything we need).
=>;-D Penguin Powered

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Balthazar
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Post by Balthazar » Mon Nov 26, 2007 2:55 pm

ZUZUF DA BEST :D :D :D

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AF
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Post by AF » Mon Nov 26, 2007 3:24 pm

Hooray for zuzuf!

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