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# KurtO

Member Since 05 Dec 2011
Offline Last Active Jul 30 2015 04:10 PM

### In Topic: Am i missing something, can i sweep like this?

29 July 2015 - 03:23 PM

Thanks for all replies.

Yeah, i think i have to look at the more traditional AABB, OBB intersections techniques.

Now i am starting to read up on Minkowskis sum, that seems to be very nice way for handeling polygons of all shapes.

If i can just add and use the algorithm right it should be easy to cast a ray and get the intersection point as well.

I really got it to work with the Sphere, but it is not good in 2D scrolling game.

Now i want to use a rectangle instead. =(

### In Topic: 2D scroll game gravity problem with "slide" and "update after col...

26 July 2015 - 06:23 AM

Thanks alot.

Didnt think the last 5% should be so tricky, but it is lots of trimming to get the jump and friction plus slide to work and create a good gameplay.

Excellent links, thank you very much.

### In Topic: Capsule line intersectionpoint only

24 July 2015 - 02:00 PM

I did some test with two points and 3 rays that were traced for collision.

I ended up with just shooting one ray for my solution and i also didnt need to have the exact position of collision,

this is just to prevent the player from going through walls at great speeds.

It ended up working great with just line-line intersection checks and then cut the velocity with the time (vel / distance of intersection) - some small value to be safe.

I forgot to say this is only in 2D.

thanks for the help!

### In Topic: Frustrating climb and descent energy (velocity)

05 March 2015 - 12:56 AM

Ok. I just want to share how i solved this.

Frist misstake.

My thrust and drag and lift was NOT predicular to the wings. They need to be. Once they are, the vectors iteself will create drag against the weight when climbing.

After fixing my other problem (had only one engine hehe) the aircraft climbs really really well and have the same speeds as in the real 737.

Problem solved

### In Topic: Frustrating climb and descent energy (velocity)

02 March 2015 - 02:35 PM

I dont simulate rotation in my simple 2D. But i am taking all real world values of the 737-800.

I have added a picture where i print all my values.

Lift is Correct, Drag is correct, Weight is correct,Altitude Density is correct. (not taking temperature into count right now though) Thrust is correct. But still i think the airplane climbs to easy.

I have one thing to solve, and that is forward acceleration on desc, and backwards weight force when climbing. Then i think i would hit the numbers like in real simulators.

Here is a picture of my game just after takeoff (the rotation speed was a littlebit high, but this is for flaps 0!, in real life flaps 1-15 is used.)  climbdescproblem.png   327.91KB   3 downloads

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