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Member Since 20 Apr 2006
Offline Last Active Mar 04 2014 12:43 PM

Posts I've Made

In Topic: 3D engine with no programming required?

02 September 2012 - 10:55 AM

wattywatts, there is no game engine that requires no programing, or it would already be the game you wanted just without your art. The reality is if you want the game to be your own, you need to code it to be your own.

In Topic: Constraints Between Two Entities?

02 September 2012 - 09:10 AM

I just thought of a fourth way, and the way that I would suggest. Use force. Instead of linking them directly, use force. Force = Gravitation Constant * mass object a * mass object b / distance between objects * distance between objects. Gravitation Constant is = 6.6726 x 10-11. That gives you the force acting equally on both objects. To get movement we use Force = Mass * Acceleration. So you take the Force / Mass and that tells you how much the object accelerates. Remember it accelerates in the direction of the other object.

If you need help with the basic code. Let me know.

In Topic: Constraints Between Two Entities?

02 September 2012 - 09:00 AM

Movement is always a vector, so you have a magnitude and a direction. Now you could be doing that by an x, y, z, magnitude. Since I don't know your exact code I have to just make some assumption.

There are three ways you can do this;
1. Assume they are connected by a bar, that would in most cases you just add the x, y, x magnitude change of object a to the connected object. For rotations, you would just object a as the center point of a circle and rotate it with the distance of the bar you made.
2. Assume they are connected by a rope. for magnitude changes it would be the same, for rotations, you would have to allow the object to come closer and whip around the object a. I haven't thought of exactly how to do the math.
3. Assume the are connected by a spring, this would mean object a would start to move before object b. Object b, would continue to move after object a stopped. Rotations would be a bit rope like with a delay.

In Topic: Visual Studio C#

18 August 2012 - 04:53 PM

1. In C# you don't. In general when you add a reference you add the debug version. When you are ready to release just include the release version.
2. The only real difference between the two is when in debug the optimizations are disabled. This makes it harder to debug. But you can include either one and they will both work.

In Topic: Static is evil, supposedly

17 July 2012 - 08:31 PM

There is nothing inherently evil about statics or globals. What is evil about them is letting static or global variables be changed anywhere in the code. The reason people run into problem is because they allow them to be changed anywhere. This leads to a debugging nightmare. If you have a bug you have no idea where it is coming from. So, allow the static to be read from anywhere, but only changed from one location and you will be fine.

I don't use statics that often or globals but there are times in which it is more effective and easier to read if you do.