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  Star Gauge engine test  (Read 1023 times)
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Offline Vorax

Senior Devvie


Projects: 1


System shutting down in 5..4..3...


« Posted 2005-04-02 22:35:42 »

Hi all,

This is a 3D Space fighting game done using JOGL.  I would like you guys to test specifically because you might know what the problem is that you have found Cheesy

See this thread for more info and a Webstart link : http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=Announcements;action=display;num=1112491742

Have fun!

Offline Ken Russell

JGO Coder




Java games rock!


« Reply #1 - Posted 2005-04-04 16:58:27 »

Looks pretty cool. Works great and runs fast on my Windows XP laptop with an NVidia Quadro FX Go700. It's extremely hard to get the enemies in your line of sight using a trackpad; haven't tried with a mouse. Are you using quaternions for your ship's orientation? I tried an earlier version of your engine and the gimbal lock problem was pretty apparent, though this version seems to behave much better.
Offline Vorax

Senior Devvie


Projects: 1


System shutting down in 5..4..3...


« Reply #2 - Posted 2005-04-04 17:23:20 »

Thanks for testing.  Glad to hear it runs nicely for you, though I can image how hard it would be to control with a trackpad.

The gimbal lock was fixed not by adding Quaternions, but by changing the algorithm I was using (it already was using Quaternions).

I was creating the orientation quat using 3 quats for bank, pitch and heading, then muling them into a fourth, but for it to work properly a new quat composed of the deltas must be post mulitplied to the current one, thus making the changes cumulative.

The history of the problem:  When I started out building the engine  (and my scene graph), I was building for an FPS and the calcs made sense for that and I just never did the restructuring to support the cumulative quats...laziness Smiley

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