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Re: Level and screen projections (now with resize handling)

PostPosted: Sat Aug 03, 2019 7:54 am
by Apeirogon
I seen that, what I mean is that IMO license terms must be available from the "front page" of the library.

And about comments, just comment what result of reorient/deproject/etc. functions, to make it clear what they do and which you must override to add some explosions and music to it.

Re: Level and screen projections (now with resize handling)

PostPosted: Wed Sep 18, 2019 1:12 pm
by Cherno
EDIT: I found the solution.I somply changed the camera's CameraFOV property and wit works flawlessly now, and I can even remove the cam texture.

Hello,

first of all, thanks for this library. Most of the math is beyond my understand but I can see that is must have been a ton of work.

I am using a camera texture to view the world from an almost isometric overhead projection (fov 18). Think the old game Desert Strike. However, is seems like the library will only use the "real" viewport fov. If I use the isometric cam as a real viewport via ChangeCamera so it replaces the player's view, stuff gets drawn correctly at an actor's screen position (like a target indicator). However, when drawing teh camera texture above it, it uses the narrow fov of 18 so I wonder how this could be solveD? I see no way to make the library use a specific fov in it's computations.

Re: Level and screen projections (now with resize handling)

PostPosted: Wed Sep 18, 2019 2:00 pm
by KeksDose
Odd, cuz it sounds like you'd just wanna set CacheFov(18). I guess having no camera texture at all is better, though.

Cherno wrote:Most of the math is beyond my understand but I can see that is must have been a ton of work.

I appreciate the notion. Maths is my job though, so it was a cinch.

Re: Level and screen projections (now with resize handling)

PostPosted: Tue Oct 15, 2019 1:46 pm
by kodi
I was wondering if I could suggest a feature that may be out of scope for the library: A function that efficiently rotates pitch and angle arguments supplied to it. I'm using libeye for cursor aiming and would like to make some weapons with randomized spread 8-)

Re: Level and screen projections (now with resize handling)

PostPosted: Tue Oct 15, 2019 2:45 pm
by KeksDose
Can be arranged. Dunno if outta scope (audience groans pun) but I only gave it the name libeye to have a food pun on ribeye steaks.

nice smartgun btw haha

Re: Level and screen projections (now with resize handling)

PostPosted: Tue Oct 15, 2019 3:05 pm
by kodi
Can be arranged

Much appreciated!!!
but I only gave it the name libeye to have a food pun on ribeye steaks.

I had not realized this, and I almost think I was better off for it :mrgreen:
nice smartgun btw haha

Hah, thanks. It's quite satisfying to use against zombiemen.

Re: Level and screen projections (now with resize handling)

PostPosted: Tue Aug 25, 2020 2:29 pm
by Major Cooke
I can see from the bounding box example that checking for something in the frustrum is possible, but I'm wondering if this can be used to also affect things?

I've been told some examples like frustrum culling for Minecraft-esque blocks may help with performance when there's thousands of actors. Naturally, the idea is to ignore all actors that have the INVISIBLE or 'None' RenderStyle property, or sprite/frame of TNT1 A.

But at the same time this does seem like it's heavily going to be subject to UI rules which means it'll be next to impossible.