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Member Since 13 Jan 2012
Offline Last Active Feb 05 2012 01:35 AM

Posts I've Made

In Topic: glut: can not find tga file.

20 January 2012 - 10:11 PM

When you launch from your IDE, it will set the working directory to a particular path (which you can configure in your IDE's debugging properties).

Any file paths that you use in your program will be relative to this working directory.

i checked the project property and found that the working directory is $(ProjectDir). it should be OK, right? is there a way to peek at what $(ProjectDir) represent?


The ProjectDirectory is where your code files are, not where the final .exe file is. Make sure that the .tga and .exe files are in the same place, and then try launching the exe NOT from the IDE, but from Explorer.

In Topic: Smoothed Particle Hydrodynamics

19 January 2012 - 06:24 PM

Ok, no problem. There are one or two things you'll need to do to get started with git. First, you will obviously need to download and install it (http://help.github.com/win-set-up-git/). Part of that process involves creating a public key, which is also provided on that page. You will need to send me only the public (*.pub) key (never share the private key). The public key is used to manage authentication without having to create passwords or accounts for every potential user of the repo.

I have followed that help page, and PMed you my key. It was actually quite easy.

I was playing around with the code on linux, so I originally had to make a couple of changes to your code and also converted the project to use CMake, which allows me to generate makefiles on linux or project files on windows. So you will also need to install CMake.

I have some experience with CMake, and to a lesser extent Linux. Just invite me to the repo and Ill get cracking.

In Topic: glut: can not find tga file.

17 January 2012 - 09:53 PM

You say you are in debug mode, does that mean launching the application from your IDE (eg Visual Studio, Code::Blocks)? If you do, try launching it from the folder the executable is in.

In Topic: Smoothed Particle Hydrodynamics

17 January 2012 - 08:58 PM

I'm not entirely sure what you mean here. Grid based methods for fluid dynamics are a lot trickier than particle-based methods, IMHO. I would suggest persevering with the particle approach.

Are you using git or were you just browsing through github? I actually have your code in a private git repo (not on github) that I can share with you if you like. I'm going to try the suggestion I made to you about just implementing a standard elastic collision between the particles to get that part of it sorted out.


Ok then. I read a post on Gamasutra on grid based fluids, and it looked a lot less algebra heavy. Anyway, I dont think was very fast.

I dont use any source control, I was just looking through other people's work on there. Some of the stuff is very impressive actually.
That would be great. I'm not very experienced with source control, and in particular git, I have only checked out some svn anonymously, and never contributed. So yeah, Id love to see it, I just dont know how.

In Topic: Smoothed Particle Hydrodynamics

17 January 2012 - 04:51 PM

Thanks Josh, dont worry about the time, any help is appreciated, regardless of the time.
I have put in that updater, it is much more simple and logical than the previous one.

I just quickly did a test, putting in one particle and then let it fall. It stopped, as one would expect on the floor. I then did a second test, with a second particle directly above the first. Both particles fell, then as the first stopped, the second particle simply sat above it, with a small gap, not falling to the floor as well. This looked quite bad.


edit: I was just looking at code on github, it seems as though many projects are grid-based, and they look quite a lot simpler. Would a method like this work with rigid but static bodies and force attraction/repulsion?