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Member Since 05 Apr 2006
Offline Last Active Feb 18 2015 10:30 AM

Topics I've Started

Modelling existing objects

19 February 2007 - 07:09 AM

First of all sorry if this thread is in the wrong forum, i really don't know the right place for this topic. I got this question after seeing this picture: http://www.gamedev.net/community/forums/topic.asp?topic_id=363276 Can you use stuff like this in your game? Can you use the name and appearance of an existing object (in this case a weapon) in your game for free or do you have to pay for them? Or does this all differ from object to object and wether your game is free etc etc... I hope this makes some sence since i have some problems putting my question in english. Thanks in advance, Scorpie

[C++] Classes depending on each other

12 November 2006 - 01:44 AM

I got a question about classes in C++, it is game related but i thought it would fit best in here. I've made a simple Object class (has a position, orientation and model) with an objectmanager (keeps track of all the objects) and i've made a simple Console class (can display the last X lines and allows for input and processing of input, still pretty simple code). All classes have their own .h and .cpp by the way. What i was thinking is that it would be nice to make it possible to load an object through the command line (something along the lines of loadobj name X Y Z or perhaps seperated by comma's, anyway...). I'd also like the ObjectManager when asked to load an object to make output to the console. For this to happen the console needs to know objectmanager else it can't load an object but objectmanager also needs to know console to be able to make some output. My question is, what is the best way to solve this problem? I'd like to keep all classes in seperate files if possible. Edit: i'm using Microsoft's Visual C++ 6.0 btw More edit: srry for the [solved], im used to this from other boards didn't see the sticky but i removed it now :) [Edited by - Scorpie on November 12, 2006 10:16:25 AM]

[Physics] Forces and rotation

05 April 2006 - 03:06 AM

Hey all, this is my first post. I've been experimenting a bit with physics simulation, i'm currently using euler and it's all going well untill now. I'm thinking about how to implement angulair velocity in my game but im not sure about the method. I had the following idea: Above is the 2D representation of the problem, a point (p) is attached to another fixed point (Center of mass for example, point m) it's sort of a pendulum you could say. The general problem: A force is aplied to the point, what will be the rotation velocity and rotation matrix/quaternion (not sure what to use yet, ill get back to that later). My solution: The arbitrary axis around which the point will be rotated will the CrossProduct of vector v (from COM to point) and F (force). the effective force f, will be the cosine(anglebetween((v and F) - 90 degrees)) where anglebetween(v and F) will be the DotProduct of these two vectors. After this i divide the force f by the mass of the point to get the acceleration. The angulair velocity will be (circumference O / force f.length) * 360 degrees. My problem: Are these calculations correct and most important, is there an more efficient way? (they seem to be correct since i tested them sort of, with quaternions, and it acts like a pendulum). Since i have the angle and arbitrary axis using a quaternion for my rotation seemed most logical but i'm not sure this is the best way to solve this problem and how to use a unit quaternion in combination with 'realtime' (time elapsed between this and last frame). I hope my explanation and questioning makes sense, Sincerly, Scorpie [Edited by - Scorpie on April 5, 2006 1:16:49 PM]