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Freya

Member Since 07 Aug 2012
Offline Last Active Dec 17 2014 12:09 PM

#5108826 Appropriate number of bugs

Posted by Freya on 12 November 2013 - 05:21 PM

Wow. 
 
I'm amazed by the quality of the answers here at Gamedev (and that we actually get a response!). Thanks!
 
I'd like to clarify some things.
 
Our team is just two persons, who work with the project after the day job. This is kind of a hobby, but a little more serious than a hobby.
 
Sometimes the team morale isn't that good. I guess having ownership is a double edged sword. I don't have anyone except myself looking over how I'm performing, and some days are better than others. Some days I really get into the flow, other days I'm just to distracted / tired / sleepy / fogheaded to do anything good.
 
Most observations above are correct. I like to start new and cool features before I get to completely finish old features. Again, this is on the edge of the sword again. Sometimes having a partially working feature makes it easier to see if a feature is worth keeping or throwing away. And sometimes it's easier to come up with ideas and features when there is something (partially) playable.



#4997940 Sphere acting like a ball in Bullet Physics

Posted by Freya on 06 November 2012 - 03:21 AM

Is your colShape a btSphereShape? Another option is to give it more mass.


#4986681 2D Vector Acceleration: Trying to make an object stay on the center line.

Posted by Freya on 04 October 2012 - 02:00 AM

Suggestion: use some kind of destination point. If the ball has it's destination point in the center between two pipes, you can set acceleration vector as a difference between destination point and current position:
vec acc = (destination - currentPosition).normalied();



#4983474 Is this really Test Driven Development or am I barking up the wrong tree?

Posted by Freya on 25 September 2012 - 12:10 AM

That's the theory. In practice there is almost no one that uses it, but people like to talk about it. It drives your attention away from good code structure and logic, you begin to cheat in order to make the test pass and that is not good at all.


#4980196 climbing stairs and hills with bullet physics

Posted by Freya on 14 September 2012 - 03:45 PM

I think you maybe need to give it a little jump in order to climb. Try setting some small value upwards together with linear velocity, like this:

moveDirection = mvec3d(0,2,0);
body->setLinearVelocity(body->getLinearVelocity() + moveDirection);



#4976175 Event system for updates vs callbacks

Posted by Freya on 03 September 2012 - 02:28 PM

I would go for a combination. If you are making a game then your system will have many other things to do each frame, so messages like "update color of an angry monster" won't need to be sent so often. Although some messages probably need to be sent each frame (like "update position" message).


#4969849 [Source] Unhandled exception at 0x ...

Posted by Freya on 15 August 2012 - 08:52 AM

Based on location 0xCCCCCCCC, you are trying to use uninitialized stack memory.
[source lang="plain"]0xCCCCCCCC : Used by Microsoft's C++ debugging runtime library to mark uninitialised stack memory[/source]
Reasons might be you are trying to use an uninitialized pointer (with default value 0xCCCCCCCC), or returning a reference to temporary object from a method and using that object in the calling code.


#4969421 3D Game Math Books?

Posted by Freya on 14 August 2012 - 06:12 AM

Real-Time Collision Detection for collision physics.


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