MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 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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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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| 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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| 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
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| Joined: 19 Jan 2011 |
| Total Posts: 1957 |
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| 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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| 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
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| Joined: 22 Oct 2007 |
| Total Posts: 2893 |
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| 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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| 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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| 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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| 24 Jun 2013 06:30 PM |
| Pst, can anyone record an example of these parts? They sound interesting =D |
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