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Member Since 23 Nov 2010
Offline Last Active Oct 23 2014 09:45 PM

Posts I've Made

In Topic: Modeling some flight physics.

16 May 2014 - 11:10 AM

I think you're having a hard time because you may not be clear what your end goal should look like.  A well described question is halfway answered.


You say it's on rails.  But then you want to account for angle of attack and wingspan while having a constant force driving you forwards.  You seem to be creating a hodgepodge of rails and physics based behavior.  I caution that such a hybrid may create strange edge-case behaviors and may tend to be unintuitive.


I was imagining something along the lines of Star Fox or Panzer Dragoon, where even though it was on rails you could still move a little bit within the level. The Fluzzard levels from Mario Galaxy 2 is probably closer to what I'm looking for though.



Let's break this down to the simplest forces you need to fly.  Airplane, dragon, whatever.

Lift, thrust, drag, gravity.


You can use simple lift coefficient for lift force.

Its sounds like you want thrust to be constant forward. 

You can use simple drag coefficients to get a drag force.

Gravity is gravity.


For your rotional control you have 3 axis.

Pitch, roll, yaw.


Here is where you need to better define your control scheme.  Should the triggers roll you directly?  Should they be mapped to angle of attack of left and right wings?  Should they be mapped to give an aileron effect (left wing down, right wing up)?  How do you pitch?  You need a tail.  Ditto for yaw. 


Left analog stick will control pitch and horizontal movement. Whether to make it control yaw directly, I'll have to play around with it to see. And yes, I was thinking the triggers roll you directly as well as making you lose a little lift in the process.


Unity3D's engine already has variables built into it's physics system for drag and constant forward force, so that part is easy. I'm was using them to keep a constant forward velocity when I was playing around with the system.

In Topic: Wrapping my head around a hex tile grid

23 August 2012 - 09:59 PM

So in a basic strategy rpg, the tiles need height, be impassable at times, and figure out range for the characters. Height will just be variables compared with the characters jump value. The 2 heights will be subtracted, and if it's withing +- the character's jump, the character can move there. For now that's what I'm going to start off with. JTippetts' approach seems to work best for what I need the grid to do. I'm not sure what you mean by a multi-level hex voxel with area of effects though. It seems that JTippetts' approach solves that issue too. The path-finding and range algorithms tied to the grid should be able to take care of attack ranges and area of effects.

In Topic: Wrapping my head around a hex tile grid

22 August 2012 - 09:41 PM

Code wise, does this mean characters will need to have a module in them that has a reference to the grid? So they can check to see movements and distances.

In Topic: cuda test algorithm

20 August 2012 - 06:45 PM

I believe this mini project is a little more complicated then you think. I'd suggest for your first project in cuda, start simple, then move on from there. There's a ton you need to learn like blocks, threads, indexes, shared local memory, and a ton of other stuff. First thing I'd suggest trying is take a large array of numbers and first increment all the elements by 1 and print them out. Second thing is add all the elements together and come up with a sum. There's many different techniques of doing this.

Edit: Also if you want it to be efficient, you'll need to use techniques such as loop unrolling, because it looks like in serial code, it would be a nested loop. So you should also look at loop unrolling.

In Topic: How to cleanly load different styles of assets?

02 May 2012 - 11:12 AM

Thanks for all your help. Architecture is somewhat hard for me to understand. I really wish my university had some software design classes, I'm just learning this stuff as I go along.