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# noobnerd

Member Since 08 Nov 2011
Offline Last Active Feb 05 2013 07:07 AM

### In Topic: physics help

31 January 2013 - 12:40 PM

sorry, i will clarify:

from newton, F = ma -> F = m*dv/dt

Fu = u*N                                                                            force of friction = coefficient of friction times normal force

Fu = u*m*g*(r?)

cant say i see why the r is there now that i think of it i got this from here where it says so but cant see why? maybe this explains it. with my radius of 0.02857 it would cause quite the difference at least.

Fu x R = torque caused by the friction force

T = I*a                                                                                 Torque = moment of inertia times angular accelleration

T = I*dw/dt

dw = T*dt/I

moment of inertia for a sphere is (2/5)*mass*radius^2

### In Topic: sphere vectors 2D to 3D

09 January 2013 - 02:38 PM

thank you for they quick answer it worked perfectly.

### In Topic: billiard/pool balls

19 December 2012 - 10:09 AM

thank you!

### In Topic: lines

05 November 2012 - 03:07 PM

Thanks for the quick replies.

@ Telastyn : I know, but i just think that doing programs that you are interseted in is a good way to learn the language, instead of just doing endless examples of different method attributes etc. that just show you what it does. Of course this would only help me get comfy with C# basics as it is not like i would ever come up with something like abstracts or such except by reading it in the book. System.Drawing, okay thanks, but how do i use them, i cant just draw a line in the console. Are they used on windows forms?

@Nypyren : Thanks! will try it out

@Iride : Yeah, thats why i moved to C# from Basic.

### In Topic: Getting the outline of a bunch of points

11 January 2012 - 02:49 AM

thank you all for your replies!

it will take me a moment to get all of this sorted out and understood.

@ruler of nothing : looks interesting and i think i will have a look at it but at the moment i need to get shapes that arent entirely convex.

@emergent : looks pretty much like just what i wanted! in my game there is no risk for "orphan" points an if there were they arent important so it just good that it "skips" them, i will probably use the method you proposed but it might take some time to figure it out

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