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Member Since 03 Oct 2012
Offline Last Active Apr 03 2013 06:55 AM

Posts I've Made

In Topic: Velocity Verlet Integration

09 March 2013 - 06:17 PM

Thanks, Josh.


After taking into account what you've said I seemed to have fixed the problem. :)


I have redesigned the system so it's much simpler but still uses Velocity Verlet integration and is frame rate independent.


The thing I missed with jumping is that because the force will be affected by the time delta but only for one frameI need to divide the jumping force by the time delta.



In Topic: Velocity Verlet Integration

09 March 2013 - 01:19 PM

When you average the acceleration you are essentially using information from all previous timesteps and I believe that is incorrect.

I don't understand. newAcceleration is the thing that's just been worked out, by my math, making half of the average from previous timesteps and half based on new calculations.

In Topic: Velocity Verlet Integration

09 March 2013 - 10:17 AM

Are you suggesting I get rid of the Verlet integration altogether?

In Topic: Velocity Verlet Integration

09 March 2013 - 08:54 AM

I need the air resistance to slow the player down, else there is noting to stop it. Isn't the gravity constant in this? And technically The jump acceleration is only applied one, as after it's accelerated into the air once, yCollision is no longer true and it no longer accelerates.

In Topic: Serialization

21 October 2012 - 05:49 AM

Ok thanks for the help. Because I'm sending quite large data structures, I decided to use the boost libraries (good choice?). I can send the structs like so;
std::ostringstream archive_stream;
boost::archive::text_oarchive archive(archive_stream);
archive << myStruct;
sendto(Socket, archive_stream.str().c_str(), sizeof(archive_stream.str().c_str()), 0, (SOCKADDR *) & SockAddr, sizeof(SockAddr));
but how to I receive them on the other end?