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madshogo

Member Since 22 Mar 2012
Offline Last Active Nov 04 2013 03:17 PM

Posts I've Made

In Topic: Spheroid

04 November 2013 - 10:13 AM

Hi !

 

At first it looks stylish and all, but I fear it is indeed the way people described it. Here is my experience:

 

- why is there a robot swinging a sword at the start? Is that a loading screen? A benchmark?

- what is "From Soy Sauce"? The studio? If it's the name of the studio then why didn't they write "presented by FSS" instead, or "FSS studio" or "FSS interactive" or something in that vein

- Why isn't the game fullscreen?

- the menu doesn't appear and when I click somewhere it just launches a game

- the game starts really fast, no intro, nothing to prepare you for what's coming

- I hear people talking and calling me "commander"? wtf

- things are shooting at what looks like a robot that i'm supposed to control

- i move and swing my sword around with left-click (also I have to shift+alt in order to switch my keyboard to a US layout because my keyboard has a different layout)

- I can't hit anything with the sword, right-click fires missiles that are way too slow

- suddenly, a hint appears telling me to press left-click and right-click at the same time for some reason

- I do it, big explosions, a robot in front of me doesn't die, yeah whatev

- I die

 

This all took 30 seconds, not counting the loading times (freezes?), so yeah, your game is like, wtf man


In Topic: Economics engine

08 May 2013 - 01:17 PM

Yes I'm going to read them. Why not. 

This guy has the spirit.


In Topic: Blogpost about Java for Game Programming

02 May 2013 - 11:13 AM

+1. That post about garbage collection and pooling is very informative. Keep adding more!


In Topic: My approach to physics

01 May 2013 - 11:24 AM

Physics is hard. [...] Your paper (and physics texts generally) live in the realm of mathematics and theory.  That is a world where everything is continuous, where precision is infinite, and computational time is unbounded. [...] The world of video games is very different. [...] It is more important for a game engine to provide "perceptually correct" results rather than "scientifically correct" results. [...] You can use real-world physics equations to guide your systems.  Doing much more than that is an exercise in insanity.

 
There is nothing complicated in his paper. It's even a simplification of the more general case of three-dimensional rigid bodies colliding. At any rate, in both cases, the equations you get from a direct application of Newton's laws allow you to compute the linear and angular momentums at time t+dt given their previous values at time t and the forces applied to the rigid body, just by computing a few matrix products, norms, dot products and cross products. No need for infinite precision, no need for infinitesimal time steps and certainly no need for a supercomputer.
 

I think you just set the bar too high.

Well, any lower than that would restrict the generality of the algorithms derived from this study. It IS possible to compute good-looking, accurate physics that is not CPU-intensive without resorting to whatever doesn't look too bad, like adding a velocity proportional to penetration depth and whatnot.

 

@gdoc

You may want to have a look at rigid body dynamics in general as some of the formalism used in your paper could be simplified or given broader applicability. For instance, you use the determinant of two vectors for what is actually better conceived as the norm of their cross product (it's the same thing, but conceptually, I think it's better to look at it that way). Also, you regard inertia as a real number I which is good for 2D but laerning about the inertia tensor may be a good investment for the future if you ever intend to make a physics engine for 3D objects. I'd advise that you define A and B as functions of (r, n) and (r, n, p) respectively, just for the sake of clarity. We don't want people to believe they are intrinsic to the object at hand, now do we?

 

That being said, thanks a lot for your contribution. The formulae are sure to prove useful to anyone trying to tackle 2D rigid body dynamics.


In Topic: Question from a noob!

28 April 2013 - 05:07 PM

Coding...ugh, it's my worst nightmare. I'm trying to learn it via youtube, and, it's a killer.

You should start with a simple language to begin programming. I suggest trying Python or Java at first to get a grasp of imperative programming and then object-oriented programming. Then, make very simple applications, text-based. From there you may want to move on to making small games with a simple graphics API, for example by remaking Tetris or the snake game. With that experience, you can try tackling bigger 2d games, with more powerful libraries.

 

And, regarding your question, to add to what Simon Forsman said, in AAA games there are often many more artists than programmers, therefore the amount of man-hours dedicated to content is greater than the amount dedicated to code (engine or game code). If you're only starting, you are going to spend most of your time programming at first.


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