tag:blogger.com,1999:blog-8768285918186248163.post7577389232192626888..comments2007-11-15T19:48:09.202-08:00Comments on the xna machine: VB.NET XNA Tutorial 5.3: The Parent/Child Matrix C...emachine74noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-8768285918186248163.post-64155468297390888352007-11-15T19:48:00.000-08:002007-11-15T19:48:00.000-08:002007-11-15T19:48:00.000-08:00Good question! In fact I'll do a little write up ...Good question! In fact I'll do a little write up about it later tonight, it sounds like a fun short topic and the tutorial engine is now adequately equipped to do it.emachine74http://www.blogger.com/profile/16131803862986581964noreply@blogger.comtag:blogger.com,1999:blog-8768285918186248163.post-79590436497912213542007-11-15T08:05:00.000-08:002007-11-15T08:05:00.000-08:002007-11-15T08:05:00.000-08:00I have a question for you on the matrix cascade pi...I have a question for you on the matrix cascade piece with a practical game example ... probably something you would get to later, but I'll ask it now to put it in your head ... and I can be patient if it's coming up a few tutorials down the line ...<BR/><BR/>This system would make it very easy to have a space ship with independently-operating mounted gun turrets. The ship would be the parent sprite, and each gun turret would be a child of the ship. This would mean the guns would move right along with the ship as it travelled, without any special math or rotation/position adjustment being done elsewhere.<BR/><BR/>However, the guns would want to rotate to track (and fire at) enemy ships moving around in the world space. How would the matrix math work to have the children sprites rotating to point at something in the world, while still being married off to the parent? (I realize "it's just math" ... but I'm having problems wrapping my head around the approach to it.)Matt Wordenhttp://www.blogger.com/profile/04067280616434945595noreply@blogger.comtag:blogger.com,1999:blog-8768285918186248163.post-72629005427722932232007-11-14T15:27:00.000-08:002007-11-14T15:27:00.000-08:002007-11-14T15:27:00.000-08:00Thanks Matt. I've been pleased with the results I...Thanks Matt. I've been pleased with the results I can get with the matrix approach so far. I hope to learn a little more about them so I can implement a shearing matrix too.<BR/><BR/>Hope you find useful things here.emachine74http://www.blogger.com/profile/16131803862986581964noreply@blogger.comtag:blogger.com,1999:blog-8768285918186248163.post-85906675802258342822007-11-14T11:39:00.000-08:002007-11-14T11:39:00.000-08:002007-11-14T11:39:00.000-08:00Nice work on these tutorials ... and thanks for he...Nice work on these tutorials ... and thanks for helping to bridge the VB.Net/XNA gaps!<BR/><BR/>Your matrix-based approach to sprites adds another layer of power for 3D-doing-2D beyond what I've considered before (the superfiscial alpha/rotation/scaling advantages).<BR/><BR/>I will definitely be keeping an eye on these!Matt Wordenhttp://www.blogger.com/profile/04067280616434945595noreply@blogger.com