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Member Since 18 Oct 2011
Offline Last Active Mar 30 2016 08:32 PM

Posts I've Made

In Topic: Inertia Tensor magnitude to find Angular Acceleration

26 December 2015 - 04:23 PM

Unity gives me 


1: Quaternion inertiaTensorRotation  : The rotation of the inertia tensor.

2:Vector3 inertiaTensor : The diagonal inertia tensor of mass relative to the center of mass.


I assume that I should rotate the inertiaTensor by the inertiaTensorRotation.







Using a matrix may work if its true that.


Matrix4x4 m = Matrix4x4.TRS(rigidbody.centerofmass, rigidbody.inertiaTensorRotation, rigidbody.inertiaTensor);


I guess I will need to test this out.

In Topic: Inertia Tensor magnitude to find Angular Acceleration

26 December 2015 - 10:28 AM



What does body.orientation.Unrotate() do?


Am I right in thinking that body.orientation.Unrotate() takes a eulerAngle and returns the difference between the rigidbody’s rotation and said axis?

In Topic: Knowing the symobls positions out of a stopping angle

14 November 2013 - 01:16 PM

Why are you changing symbol? And if you are why not swap the whole reel texture?

In Topic: Matching rotations between cameras with different FOV

13 November 2013 - 10:14 PM

I am doing this because low resolution or any reasonable resolution sky boxes look like shit when you are zoomed in at 50 power. Its appears to be rotating faster in the lower FOV.


I have gotten it to go away by trial and error 95% by using the following code to modify the quaternions before they are applied. I feel like there must be some simple trigonometric formula I am missing.

cam1.transform.rotation = rotCamStart * rotCam;

float zoom = (LinearMath.Zoom(camera.fieldOfView))

* (Mathf.Sin(LinearMath.Zoom(camera.fieldOfView) / ((LinearMath.Zoom(fieldOfViewMin) - LinearMath.Zoom(60.0F))))

* Mathf.Cos(LinearMath.Zoom(camera.fieldOfView) / ((LinearMath.Zoom(fieldOfViewMin) - LinearMath.Zoom(60.0F))))) + 1.0F;

cam2.transform.rotation = rotCamStart * Pow(rotCam, zoom);

In Topic: Best networking architecture of this game type

09 February 2012 - 06:43 PM

Right now, I use physx none of my code is written with determinism in mind. I also use C# not sure, how that would affect stuff. Full synchronized just seems like a lot of problems.

144 units per player would optimistically be about 80 kbps per player. Most likely, it would be more like 150 kbps however most of the time a player would likely have more like 50 units. plan to have total unit limit among all players at 1,000. I think more like 300 would be the high point in a normal game.

Basically it is just barely doable as an authoritative server. Since this game will not use a dedicated server. An authoritative server puts more CPU load on the server hopefully not a prohibitive amount. I have read over all the papers I can find on game networking. I can optimize some of this by sending the path units will follow from the server. When the player is not directly controlling his units. The player can only control 1 unit at a time when hes is in directly control

- Synching events between clients

- Synching visuals between clients

yes to a degree for aiming. I plan to us something like valves latency compensation

- Preventing cheating
Yes to a degree. This is mostly a problem if the game becomes popular. So I can deal with it latter after release to a degree.

- Dealing with buggy clients / clients on different architectures

- Dealing with lag
yes P2P will create more of this I think

The following series is a lot like the game I am trying to develop I think it uses a server of some kind because if the host leaves the game will end. But I have no idea what it's really doing.

soldiers heroes of ww2, faces of war and men of war