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Messages - Knickedi

#1
Support / Re: Problem with FOV value
January 03, 2014, 05:01:33 AM
I really appreciate your hard work! Thank you!

I don't want to highjack this thread but I want to add something here:
I started to experiment with this library and I m impressed.
I'm not an expert in engines, but i gave it a go and compared it to a unity project and have to say: You library performs way better, I'll stick to that.

It's a kind of 3D Tetris clone (I know boring, but it was a gift for my dad to christmas ;-)
I hope that I can release the game soon. It uses the google play game services too.
I'll share it on github and in your forum when I make progress.

If you have some kind of logo which represents your engine, I'd be happy to integrate it into the splash screen.

Keep up the good work. This library has great potential!
#2
Support / Re: Problem with FOV value
December 27, 2013, 02:46:34 AM
This thread is the first hit for jpct fov so I will contribute to this thread.

This one was driving me insane too.
I was sure that my math is right but the results were still wrong.
I needed the exact vertical FOV but couldn't get the right value.

After a long day, irritating information and source decompiling that's what I got:
1.25 is actually not simply the tangent of the FOV and the horizontal angle is not ~51,34° it's rather ~64.01°
The formula is tan(fov / 2) * 2 = 1.25

Here's the formula for the vertical FOV angle (if you can't figure it out):
fovy = 2 * atan(getFOV() / 2 * screenHeight / screenWidth)
The result is the full vertical FOV in radian.

Seems trivial when you know it but actually that's something I would never expect to get as result from a function named getFOV (without a formula hint in the documentation).


No offence, still a great library and a great job on that ;-)

Regards
Knickedi