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MrNicNac is not online. MrNicNac
Joined: 29 Aug 2008
Total Posts: 26567
24 Jun 2013 08:05 AM
Has anyone ever attempted, and succeeded hopefully, with making a matrix that isn't orthogonal stay that way in a server?

I'm wanting to creating this game where you use wormholes in space to travel to odd theoretical dimensions and odd things begin to show up. These odd things I had planned were matrices that weren't orthogonal and some being rotoinverted. There was even one matrix composition which causes the part to distort heavily the more you moved your camera.

It was pretty cool.

Anyways, the edit mode led me to believe that ROBLOX/Ogre or maybe even the user's local Render mode (OpenGL/Direct3D) didn't adjust the matrix to be orthogonal, so I assumed it was all fine. Then I went in tested in a place, and they were adjusted.

Ways around?
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
24 Jun 2013 08:16 AM
Use localparts? :D
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MrNicNac is not online. MrNicNac
Joined: 29 Aug 2008
Total Posts: 26567
24 Jun 2013 09:00 AM
Does.....does that work?
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Oysi is not online. Oysi
Joined: 06 Jul 2009
Total Posts: 9058
24 Jun 2013 09:06 AM
[ Content Deleted ]
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
24 Jun 2013 09:06 AM
That if anything.

If not, you have to write your own part renderer using wedge triangles and no matrix normalization.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
24 Jun 2013 09:07 AM
The only time i accidentally a matrix was when i was writing some animation for a zombie and did something wrong and got a weird skewed part.
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itunes89 is not online. itunes89
Joined: 19 Jan 2011
Total Posts: 1957
24 Jun 2013 09:49 AM
How about you don't use Roblox. There engine is just not good enough. Using just OpenGL allows you to do everything! :D
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
24 Jun 2013 09:54 AM
Maybe its enough if you make the bricks random colors, add weird lighting and use crame to apply offset (to position and rotation) depending on your characters position.
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stravant is not online. stravant
Forum Moderator
Joined: 22 Oct 2007
Total Posts: 2893
24 Jun 2013 11:19 AM
What you're seeing is the networking layer being clever.

Consider this: If the networking layer assumes that all matrices are orthogonal, then it only needs to send 6 out of the 9 components of the rotation matrix, since it can induce the other 3 from those first 6.
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Radioaktiivinen is not online. Radioaktiivinen
Joined: 25 Apr 2009
Total Posts: 18629
24 Jun 2013 11:49 AM
I wonder if they have made axis aligned blocks a special case since most blocks are such, and cframed wedges and stuff always seemed uber laggy.
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InnovationIsKey is not online. InnovationIsKey
Joined: 24 Mar 2013
Total Posts: 245
24 Jun 2013 06:27 PM
Local Parts would do the job perfectly, just put all the "Dimensions" in Lighting, (or make a random generator), and put them into the player's camera as they need to be used.

I did this for my game once.

ps. the game that I tried to get into master scripter with

..and here I am
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RenderSettings is not online. RenderSettings
Joined: 16 Aug 2010
Total Posts: 2560
24 Jun 2013 06:30 PM
Pst, can anyone record an example of these parts? They sound interesting =D
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