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# Edgar Reynaldo

Member Since 16 Apr 2011
Offline Last Active May 13 2013 11:43 AM

### In Topic: Programming and depression research

13 May 2013 - 11:44 AM

I appreciate all your criticisms, that will help me in my evaluation of the testing methods validity!

As to concerns I am only applying the test to programmers thats not true, at least not in intent, I did ask these questions on DeviantArt too, but only got one response, and she was a programmer!

So yeah, I know there are problems, this is my first psych experiment ever, so a little slack might be nice.

### In Topic: Programming and depression research

10 May 2013 - 04:25 PM

@ranakor - scores on individual questions are not necessary to report, but thank you for helping my researc

also, can you actually correlate your results considering many people here are programmers by trade, meaning generally 30-40 hrs a week by default.

The idea is to gather as much data from programmers and non-programmers as possible, and then to see if there are any correlations that would warrant further research. This is not the only forum I am seeking data from. Very good point though.

@aurioch - thanks!

@phantom - I understand the test may not be perfect, but hopefully it does serve as some indicator of depression. Many of the questions relate directly to symptoms of depression.

### In Topic: Collision Response

22 December 2011 - 05:20 PM

To determine which side a collision occurred on, you need to calculate intercept times. Find the relative velocity of the 'leader' to the 'collider' and then determine when the leading edge of the leader overlaps with the front edge of the collider. If at that time, they overlap in the other dimension, then you have a collsion time. Repeat for the other dimension. Find the earliest collision - that will tell you which side they collided on. I only know how to do this for Axis Aligned Bounding Boxes though - wouldn't know how to do this pixel perfectly. The only way you can know which side collided first is if one relative velocity component is zero, or if you calculate intercept times. Simply finding overlap of a future position will never tell you which side collided first, only that they overlap.

### In Topic: Collision hiccups

14 December 2011 - 11:04 PM

If your pixel perfect collision library is working as it should be, then it is a problem with the way you 'undo' the collisions. Check the future positions of your objects, not your current position after you move them but before you detect a collision. Ie.. Check for a collision at the end of the update before you move your object. 'Fix' the collision by reducing the velocity of the object until there would be no collision, and continue to check that object with its now reduced velocity against the rest of your objects.

### In Topic: SantaHack 2011

14 December 2011 - 10:52 PM

Sorry for the double post, but there are only 7 hours and 10 minutes remaining to register for SantaHack if you want to make and receive a game for Christmas. Like I said before, the use of Allegro is NOT required, only a free account at allegro.cc. Wishlist voting begins in 7 hours! Sign up now!

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