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DT....

Member Since 07 Oct 2012
Offline Last Active Feb 06 2014 03:05 PM

#5122021 Collision handling- corners & jumping

Posted by DT.... on 07 January 2014 - 04:36 PM


i'm wondering if anyone has any suggestions to stop this happening ... or based on the speed of the  object

 

That sounds right.  

 

You may want to investigate continuous collision detection.  Incorporating speed or velocity should give you a "first time of impact" along the y-axis.




#5106627 Forward and inverse kinematics

Posted by DT.... on 03 November 2013 - 03:18 AM

http://wn.com/inverse_kinematics_using_cyclic-coordinate_descent




#5091932 Understanding practical usage of system of linear equations in programming(Li...

Posted by DT.... on 05 September 2013 - 05:03 PM

       .




#5091643 How do I create the equation for a curve?

Posted by DT.... on 04 September 2013 - 03:21 PM

.




#5090623 Stupid noob questions regarding radius...

Posted by DT.... on 31 August 2013 - 12:29 PM


Now, I'm trying to put objects at a random x,y position into a specific player's 'zone of influence'.
Since I know that a player owns a specific arc (for example, player one will have from 0 degrees up to 360/amount of players), I know the range of degrees I can use for limits.
 
However, I'm somehow not able to remember how to trace that line (the relationship in increments of x and y that extrapolates from a specific degree).
 
I feel especially dumb since I realize that at 45 degrees, the increase in x and y is the same, but I can't explain it.
 
Anybody can remind me of how this works, or send me an article?

 

 

http://www.regentsprep.org/Regents/math/algtrig/ATM1/arclengthlesson.htm

http://math.tutorvista.com/geometry/arc-length-formula.html




#5088279 Test math function speed the correct way?

Posted by DT.... on 23 August 2013 - 12:11 AM

.




#5086383 2d rigid body colision response physics with friction

Posted by DT.... on 15 August 2013 - 10:13 PM


"I have got some equation (on this page i gave link to) where i got impulse response for collision with no friction - I need some equation just like that but with friction and i cannot find one"

 

http://gafferongames.com/virtualgo/collision-response-and-coulomb-friction/




#5083787 Floats and Android Devices

Posted by DT.... on 07 August 2013 - 02:00 AM

http://gafferongames.com/networking-for-game-programmers/floating-point-determinism/




#5080905 [SOLVED] Objects orbiting speed is bound to its distance from source

Posted by DT.... on 26 July 2013 - 10:32 PM


What i need to do is to adjust rotation angle, depending on distance from the source, but i am kinda out of ideas at this point :|
 
Anyone could give me some guidance?

 

 

 

http://math.tutorvista.com/geometry/arc-length-formula.html

http://www.regentsprep.org/Regents/math/algtrig/ATM1/arclengthlesson.htm




#5073378 catmull-rom length

Posted by DT.... on 27 June 2013 - 04:28 PM

.




#5065463 A Daft Statement

Posted by DT.... on 28 May 2013 - 03:00 AM

Yes, my readings. Here's an example of my readings:
 
http://vlsi.cs.ucf.edu/nsf/files/GeneralWaveletProductIntegral_4.7.06.pdf
 
That is the one which caused me to start this topic. Can you find why? I don't think you can.

 

 

I'm guessing you found some of their "variable names," offensive...




#5065193 A Daft Statement

Posted by DT.... on 27 May 2013 - 03:47 AM

“Philosophy is common sense with big words.” ~ James Madison




#5063289 Line-Convex Hull Intersection not working

Posted by DT.... on 20 May 2013 - 12:44 PM

for(int i=0; i {
if(hasinter[i])
{
bool allin = true;
for(int j=0; j {
if(i == j)
continue;

if(!PointBehindPlane(inter[i], norms[j], ds[j]))
{
allin = false;
break;
}
}
if(allin)
{
delete [] hasinter;
delete [] inter;

return true;
}
}
}

delete [] hasinter;
delete [] inter;

return false;

;>;>

 

This might work, but I'm not 100% sure:

 

 

for(int i=0; i<numplanes; i++)
    {
        if(hasinter[i])
        {
            for(int j=0; j<numplanes; j++)
            {
                if(i == j)
                    continue;

                if(!PointBehindPlane(inter[i], norms[j], ds[j]))
                {
                    delete [] hasinter;
                    delete [] inter;


                    return false;
                }
            }
        }
    }

    delete [] hasinter;
    delete [] inter;

    return true;




#5056883 Fluid Dynamics Books

Posted by DT.... on 26 April 2013 - 04:29 AM

 .




#5054452 RECT font_rect

Posted by DT.... on 18 April 2013 - 12:33 AM

wow this is not good...






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