Hi Willem;

I guess I'm confused as to what you're saying here, so perhaps you can 
elaborate?…

I need to work between the two modes constantly. In order to convert an angular 
measurement in degrees into a unit vector, and vice versa, I sure do need to 
use radians. If you know of another way to do this, then can you share?…

And, as I said, in order to stay sane while working with the code for vectors 
associated with objects and their rotation in an engine, I definitely need to 
use angular measurements in degrees.

So what am I missing here?

Yes, there's a lot of converting going on, but without using radians, I know of 
no other way to move between an angle in degrees and it's associated unit 
vector.

Thanks so much and do have a lovely day!…

Smiles,

CQ :)
On Dec 13, 2010, at 12:28 AM, dwill...@gmail.com wrote:

I think there is too much converting back and forth. When debugging you can 
convert the angle before displaying, but besides that there is no need to have 
angles in degrees. The developer never really has to work with the radians.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn <caraqu...@draconisentertainment.com>
Date: 13/12/2010 10:10 am

Willem;

Not quite true, unless I'm not understanding you properly…

We're not actually talking about any angles being displayed to the user here 
but working with angles in the engine itself, and interpreting those angles 
either explicitly or relatively to show / affect the placement / orientation of 
game objects as well as some behind-the-scenes uses in game play for the user. 
I.e. aiming and such.

So the user will most likely only ever be aware of the actual angle an entity 
is facing in context of a compass heading.

This is purely for the comfort of the developer so we can more easily work with 
game code and not lose our bloody minds doing so!… lol! -Know what I mean?…

It's a whole lot easier working with 30 degrees rather than 0.5235987756 
radians, yes? lol!

Have a totally awesome night and hope the holidays are treating you and yours 
wonderfully! -Thanks for the great notes keeping this way cool topic happening!…

Smiles,

Cara :)
On Dec 12, 2010, at 8:24 PM, dwill...@gmail.com wrote:

Yes, but the actual value doesn't matter as long as you stick to using one or 
the other method. Under normal surcomstances it wont be shown anyway and only 
the angles that are displayed need to be converted.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn <caraqu...@draconisentertainment.com>
Date: 13/12/2010 1:53 am

Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all 
comfortable dealing in radians all the time. lol!

I prefer to work in degrees and just convert back and forth on the fly.

I basically have two methods I send pointers to; one to get an angle which 
returns in degrees, and the other to set an angle which takes degrees.

I personally just don't naturally think in radians, but there ya go.

Have a terrific day!…

Smiles,

Cara :)
On Dec 12, 2010, at 9:28 AM, Willem Venter wrote:

Hi Cara and all.
Thanks for the discussion. Reading all this was very informative and
helpfull. An observation I might make is that if you work only in
radians, multiplying
and dividing with the constant (pi/180) becomes redundent.  This will
save some small calculation and simplify the code. If you really want
to see the normal
degree form of the angle you could just use standard functions to
convert it back for displaying.


On 12/12/10, Thomas Ward <thomasward1...@gmail.com> wrote:
> Hi Cara,
> 
> Got it. I apologize if I was a bit short with you a bit earlier. It is
> just the fact I've written and rewritten this engine code so many
> times I'm ready to scream. One of those cases wereI feel like I can't
> do anything write, and the worst part of it is I'm both college
> educated and have a programming degree. I shouldn't have this much
> grief over something like this. Although, to be fair to myself some of
> it wasn't my personal fault.
> 
> For example, when I was looking at going cross-platform Travis highly
> recommended SFML  for Linux, Mac, and Windows. So I checked out the
> API. On the surface it seamed exactly like what I needed, and
> abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
> Next thing I know the game is causing massive crashes all over the
> place, and many users reported the almighty blue screen of death.
> Initially I thought it was something I did, my own mistakes, etc and
> so ran it through the Visual Studio debuggers. Much to my surprise
> after I did a step by step debug it comes up with an error found in
> sfml-window.dll. So I go and report it to the developer of the project
> ask him if they know about this bug and what could be done to resolve
> it etc. Basically, the guy knew about it, and doesn't kno how to fix
> the bug at this time. His recommendation, "upgrade your Windows vidio
> drivers." This immediately became a tech support nightmare, and the
> reason I'm pulling SFML 1.6 completely out of beta 17 and going with
> my original plan of using SDL 1.2.13. At least it is stable and has no
> vidio driver problems I'm aware of.
> 
> So at this point I've got the cross-platform engine ripped apart and
> I'm now in the process of redesigning all the low level subsystems
> like the window manager, input, audio, networking support, etc. What a
> bite in the butt!
> 
> On the bright side I have rewritten the window subsystem and have
> basic keyboard support back in place with SDL and so far so good. I'm
> probably going to work on joystick and mouse support tomorrow and the
> window and input subsystems will be ready to go.
> 
> 
> As for audio I'm still not sure where to go with that. I'd like to use
> OpenAL, but I feel as though I'll have to rite some bit of middleware
> like a library that wraps OpenAL and can load ogg, mp3, wma files, etc
> which will be a very time consuming project. In the mean time FMOD
> would give me that and more which would at least get the engine up and
> running again for beta 17.
> 
> So the basic point of what I was saying here is I've already got a
> long development cycle ahead with low level stuff. If there was a need
> to change more things to do proper collision detection now would be
> the time to do it, but I don't want to add more time to the
> development cycle than absolutely necessary.
> 
> Smile.
> 
> On 12/12/10, Cara Quinn <caraqu...@draconisentertainment.com> wrote:
>> Hi thomas;
>> 
>> Just one last note for the evening.
>> 
>> when I switched your z to y, it was for clarity's sake for the email. I'd
>> assumed you would adapt the new code with your current orientation as I'd
>> made other changes as you'd asked. The formulae are right but I was using
>> x
>> and y to show what I was doing in a standard way. -Only for clarity in my
>> note. :)
>> 
>> So sorry I obviously didn't make that clear enough.
>> 
>> There's no reason, even in a worst case scenario that you should ever need
>> to rewrite that much code for changes like these. I'll need to check back
>> in
>> with DX, but last I checked, you could essentially flip your world around
>> any way you wanted it simply by changing two coordinates. -And, as I'd
>> just
>> mentioned, even if you change back y to z as I thought you would, the
>> other
>> changes I made will give you proper calculations. -but at the end of the
>> day, if your engine is already essentially doing what you need then why
>> change it at all? -this was, afterall, just a lil' experiment, yes? -I'm
>> sure not asking you to change your style. :) I'm just personally working
>> in
>> one of the paradigms we were chatting about and having success with it.
>> -But
>> this is your baby after all. -If I can make suggestions that help, then
>> great! If not, then don't use them. Yes? :)
>> 
>> Anyway, Talk witcha on the 'morrow and have a terrific night!…
>> 
>> Smiles,
>> 
>> Cara :)
>> 
> 
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