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DarkBASIC Professional Discussion / grrr.... Will this ever be fixed?

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WOLFY
23
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Joined: 28th Aug 2002
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Posted: 2nd Oct 2003 19:37
If you don't know me, I'm a LONG time user of DB. Up until a few days ago, I had not touched any incarnation of DBpro. I decided to download the Alienware competition demo version to give it a real test before I finally purchase it.

Up until a few moments ago I was pretty impressed with it. That is until I realized that the UGLY OLD rotation bug STILL exists. WHY???
Why must XROTATE OBJECT, YROTATE OBJECT and ZROTATE OBJECT act differently? Two of them use the global axis for rotation and one of them uses it's own local axis. This has been a bug since the earliest versions of DB Classic. It has always been there and, for some reason, still isn't fixed.

XROTATE, YROTATE and ZROTATE should all use GLOBAL axis.
PITCH, ROLL and TURN should all use LOCAL axis.

It baffles me why this can not be straigtened out. I've been using DB since '99 and have been PATIENTLY waiting. Somehow I am beginning to doubt that it will ever be fixed.

Now that I vented my frustration I feel a bit better. I have money burning a hole in my pocket and I am really wanting to buy DBpro. Please fix this problem and I will be your newest customer.

Here is some sample code to show what I am talking about


WOLF

HOOOWWWLLL!!!
empty
23
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Joined: 26th Aug 2002
Location: 3 boats down from the candy
Posted: 2nd Oct 2003 19:43
Yeah, this has been discussed many times and some people (inlcuding Lee) think that this isn't a bug but intended.

I awoke in a fever. The bedclothes were all soaked in sweat.
She said "You've been having a nightmare and it's not over yet"
WOLFY
23
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Posted: 2nd Oct 2003 19:53 Edited at: 2nd Oct 2003 19:55
Intended? Hahaha Hehehe!
Intended to what? Screw up our programs?
If it IS intended, I sure would like to know what good it is. More than that, I would really like to know how the heck to do GLOBAL rotation in DB.

It's not a bug.... it's a feature! hehehe LOL!
Oh man.... that is good.

Bye the way, it's a fake laugh.

WOLF

HOOOWWWLLL!!!
empty
23
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Joined: 26th Aug 2002
Location: 3 boats down from the candy
Posted: 2nd Oct 2003 20:00
"Bye the way, it's a fake laugh"
LOL.

I haven't got the slightest clue to what it is intended. You might want to read this thread: http://www.thegamecreators.com/?m=forum_view&t=16317&b=1

I awoke in a fever. The bedclothes were all soaked in sweat.
She said "You've been having a nightmare and it's not over yet"
Ian T
23
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Joined: 12th Sep 2002
Location: Around
Posted: 2nd Oct 2003 21:00
That's how 3d mathematics work.

To quote IanM:

'Lee has specifically said that there is not a bug ... several times, and I think that I agree.

Take one pen with a lid and hold it vertically point up in front of you with the clip towards you.
Now rotate it around the world x axis 45 degrees.
Now rotate it 90 degrees to the right around the y axis. You should now have the pen positioned like this '/' in front of you.
Now rotate the pen 45 degrees around the world z axis. You should now have the pen back in the vertical position with the clip to the left.

If you swap the z/x axis rotations in the instructions you will end up with the pen pointing away from you with the clip on the left.

What may work best for you is what I've put into the source box below' (Go to that thread linked above if you want to see the source)


It may not be intuitive, but it is correct.

--Mouse: Famous (Avatarless) Fighting Furball
Read It: http://www.angryflower.com/itsits.gif
Learn It: http://www.angryflower.com/bobsqu.gif
UberTuba
23
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Joined: 5th Oct 2002
Location: Brittania
Posted: 2nd Oct 2003 21:00
i prefer the current rotation system, as its easier for our brains
to think about.(well my twisted brain at least)

the artist formally known as darkfluff
UberTuba
23
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Joined: 5th Oct 2002
Location: Brittania
Posted: 2nd Oct 2003 21:01
simutanious post!

the artist formally known as darkfluff
WOLFY
23
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Joined: 28th Aug 2002
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Posted: 2nd Oct 2003 22:22
OK....
I think I understand what is happening.
I'm not sure I like it.... but I understand. I'll have to see if I can find yet another workaround

Thanks for the help guys....

HOOOWWWLLL!!!
Ian T
23
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Posted: 2nd Oct 2003 22:30
Set Object Rotation, is that the command? There's a command to change it.

--Mouse: Famous (Avatarless) Fighting Furball
Read It: http://www.angryflower.com/itsits.gif
Learn It: http://www.angryflower.com/bobsqu.gif
LeeBamber
TGC Lead Developer
26
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Joined: 21st Jan 2000
Location: England
Posted: 2nd Oct 2003 22:31
If it makes you feel any better, I have written a full commercial title that uses both rotation systems and found them to be exactly what I needed to get the job done.

For the style of indepedent rotation on X, Y and Z you are likely after you should use the PITCH, ROLL and TURN commands which apply their changes incrementally and are not affected by the effect of rotation axis order.

"We are the knights who say...eki eki eki fatang loopzoing, zanziga....ni"
WOLFY
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Posted: 3rd Oct 2003 00:27 Edited at: 3rd Oct 2003 00:28
Lee,
Thanks for the response. I understand what is going on now. I am doing some pretty math intesive stuff for some physics routines that I am working on. Now that I understand exactly how and why it is working the way it is, I have to *try* to work it into my code. What I was really looking for is incremental Global. Oh-well...

My head hurts from wrapping it around this much today though, so it will have to be a project for tomarrow

WOLF

HOOOWWWLLL!!!

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