 I update the position of my objects every time I go through my game loop
 I have a function that calculates the number of loops per second, lets say there are 100
 I want to move my object at a constant rate of 30 pixels per second (which is already quite fast)
 This means that I should move my object 0.3 pixels per loop
 This is a problem!
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Pasanova
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Moving a constant number of pixels per second
24 September 2012  11:45 AM
Hello Everyone,
Quick SDL_ttf question
23 September 2012  03:18 AM
I have exactly the same problem as
http://www.gamedev.net/topic/559313sdlsdl_ttffontwontloadosx104solved/
which he has solved, but I just don't know what he means by src folder?
At first I thought he might mean the folder where all the source files
are but that didn't work...so close to the answer but oh so far!
http://www.gamedev.net/topic/559313sdlsdl_ttffontwontloadosx104solved/
which he has solved, but I just don't know what he means by src folder?
At first I thought he might mean the folder where all the source files
are but that didn't work...so close to the answer but oh so far!
Constant acceleration: Point out why I am an idiot
16 September 2012  04:57 AM
Sorry to reference such an old thread but http://www.gamedev.n...eringbehavior/
refers precisely to the thing I am having trouble understanding!
In
x/a have the dimensions of time squared?
I think it should be completely different, I am obviously missing something
uInitial (current) velocity required (what we want to calculate above)
v  Final velocity (in this case zero)
x  Distance to target "dist" in the above?
a  The acceleration, in the above a = deceleration * DecelerationTweaker?
Constant acceleration equation:
v^2 = u^2 + 2ax
therefore
u = sqrt(2*deceleration * DecelerationTweaker*x)
Can anybody point out the error?
refers precisely to the thing I am having trouble understanding!
In
How does this calculate the speed? I just cannot understand it, besides doesn't//calculate the speed required to reach the target given the desired
//deceleration
double speed = dist / ((double)deceleration * DecelerationTweaker);
x/a have the dimensions of time squared?
I think it should be completely different, I am obviously missing something
uInitial (current) velocity required (what we want to calculate above)
v  Final velocity (in this case zero)
x  Distance to target "dist" in the above?
a  The acceleration, in the above a = deceleration * DecelerationTweaker?
Constant acceleration equation:
v^2 = u^2 + 2ax
therefore
u = sqrt(2*deceleration * DecelerationTweaker*x)
Can anybody point out the error?