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# Aluthreney

Member Since 28 Jul 2011
Offline Last Active Apr 05 2014 05:36 PM

### In Topic: Inverse Proportion and Zero

20 March 2014 - 10:44 AM

I don't understand what the radius has to do with it, but if you just want a length of 0 = 255 and length of 10 = 0, all you need is (1 - length / 10) * 255

That's exactly what I needed, thank you very much.

Just one more question: Could you point me to a source of information that discusses the formula you posted? I don't mean to bother, but I always like to have a conceptual understanding of the things I work with.

Once again, thank you very much.

### In Topic: Inverse Proportion and Zero

20 March 2014 - 10:38 AM

I am sorry if I was unclear; I was trying to get to the point quickly. I am trying to create an user interface where, in order to pick a color, the user must click within the area of a circle. Absolute red (255) lies at 90º; Absolute green at 210º; Absolute blue 330º. When the user clicks within the circle's area, the distance between the clicked point and each absolute color node is calculated. Finally, in order to obtain the each color's intensity, I calculate the distances with the circle's diameter.

I am having trouble with that last part (calculating the color's intensity).

### In Topic: A Short Interview for Programmers for a School Research Paper

06 November 2013 - 07:37 AM

More responses are still welcome!

### In Topic: Wishful Writing

23 September 2013 - 07:48 AM

I really appreciate the advice and I will keep it in mind for future reference, but this was not originally meant to be a plot for a video game. What I wrote in the OP was just something that I had thought up and felt like sharing with everyone here. I admit that posting it in a creative writing section of a game development forum wasn't the clearest way to get my point across, but such is are the unbeknownst inner workings of my mind, and my actions have clearly brought me excellent rewards. In any case, I gladly welcome all criticism and advice.

If it's not too much trouble, could you point out what those grammatical errors are? You don't have to be explicitly specific if it's too much of a bother.

A few grammatical errors, but as far as writing goes it is fine.

(...)

L. Spiro

- Aluthren(ey)(ite)

### In Topic: Understanting Gravitational Force

03 August 2013 - 06:50 AM

So the formula for calculating gravitational force is: F=G(M*m/d^2)

out of operators priority, it should be F=G((M*m)/d^2)

Newton theory is good for a capiptal absolute moment in universe, and fits well linear space, but count time in, and you will need super small timestep to update linear vectors as often as possible (still a theory, some believe in a linear time quantum). Einstein theory fits time better, yet newton is sufficient usualy with resolution of 0.1 second! But forget simulating two base balls of sun mass one meter from eachother. You cannot express such a small number to step in time to have them not on oposite side of universe, they will accelerate towards eachother toooooooo much, like speed of light * speed of light. Funny

Since my plan is to produce a simulation, could you give me some pointers as to where I should look for further information on what you just explained.

P.S. I'm usually not a nitpicker, but, for future reference, try to be more careful with the way you structure your sentences because I had a hard time understanding what you were trying to say. Having said that, I don't know if english is your first language and I apologize if I offend you with this; it is not my intention.

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