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Submitted by John Bindi, posted on March 14, 2001




Image Description, by John Bindi



Hey, I would like to post my Image for IOTD. It uses Foward kinematics + Direct Sound 3D.

Its a demo of a Skybox, 3D Sound + Foward Kinematics.

the URL FOR MORE INFORMATION ON THE DEMO VISIT:

http://www.coolapplets.com/Programming/Samples/Foward%20Kinematics%20and%203D%20Sound/index.htm


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
Pants

March 14, 2001, 01:35 PM

Wild colours! Wow...
Pete

 
Dominic

March 14, 2001, 01:38 PM

yeah, i like these colours aswell.

 
ktingle

March 14, 2001, 01:54 PM

Cool demo, could make some comments about DirectSound? That is a topic that doesn't get much run up here. How tightly integrated are the sound and graphics portions of your engine.

Also, you might want to get those prom (no not pr0n, prom) photos out of the zip file ;-).

 
Arath

March 14, 2001, 04:11 PM

uhm looks like terragen's skybox, isn't it?

 
STZ

March 14, 2001, 04:26 PM

It's really ... interesting colors.
How do you generate texture for skybox ?
I myself using skydome, however texture gets a little distorted. It may sound weird, but skybox thing was slower than my skydome. Maybe that's because skybox has 5-6 different textures, if u're using skydome u need only one texture( no texture swithching, also just one DrawPrimitive call) And skydome linestrip looks wery cool itself :) It's just too cool to forget and not to mention here :))
So what's happened with the colors ?

 
EGreg

March 14, 2001, 06:07 PM

This is a cool image!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

How are you doing everybody? Come to my party! Hehehehe.....
-Greg

 
DragonWorx

March 14, 2001, 06:47 PM

ok, i'll come. Do you live in Autralia? I do ;)

 
EGreg

March 14, 2001, 10:24 PM

I will have a global party one of these years... ;-)

-Greg

 
Lion V

March 15, 2001, 01:06 AM

cool.

Forward Kinimatics.
What are they ?
~V'lion

 
Numero27

March 15, 2001, 03:31 AM

I have a sneaking suspicion that "forward kinmatics" is otherwise known as a model heirachy or "matrix stacking" (from the description on the link).
WorldMatrix=Node[N].ParentNodeMatrix*Node[N].Matrix
or somesuch..
Anyhow - really sweet colouring on the chopper there - kinda reminds me of Mario64's metal hat :)

 
Dean Harding

March 15, 2001, 05:07 AM

That's right, forward kinematics is "given a mesh chain and a set of transformations, tell me where the last mesh will end up". This is the reverse of inverse kinematics (which gets used a lot in games these days, for example to make sure a character's feet don't "slide" when he's walking along the ground) which says "given a mesh chain and the point where the last mesh should end up, find one set of transforms which will get it there." In most cases, there's a lot of solutions (unless there's only two or three meshes in the chain, or there's no way to reach the end point.)

 
defor

March 15, 2001, 05:21 AM

Interesting. Anyway, i think it would be possible to find more appropriate example of forward kinematics than your helicopter. Usually FK is used
for kinematics chains (rather long chains) like kinematics of backbone and vertebrae.
Did you think about kinematics of non-chain structures like general n-ary tree? In this case i think it's not wise (and possible) to use
coordinate systems which are relative to each other.

 
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