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Member Since 13 Nov 1999
Offline Last Active Feb 21 2011 11:01 PM

Posts I've Made

In Topic: The FDA war on cigarette alternatives

30 July 2010 - 06:48 AM

So in the text they happily compare inhaled versions and ingested versions of Diethylene Glycol, and assume they have the same effect? Your lungs have different behaviors than your stomach - I can see this requiring studies to be allowed.

In Topic: My new website www.poopoogamer.com

15 July 2010 - 10:52 AM

Original post by PooPooGamer
Original post by djcityscapes
I like the name poopoogamer. However you may question my judgment when you see the next game I'm working on: "Steaming Pile of Crap". Really, you'll see how the name fits when you play it.

Cityscapes...my amigo...judging by your latest game name I think we were destined to work together! :) If your project needs music, don't hesitate to ask moi.

And Churchskiz, thank you very much for your input.

Cheers People.


This reminds me, does anyone know if HTML5 includes <sarcasm> tags? I think they really are needed.

In Topic: Photo thread (lazy op, very large pics indeed)

14 May 2010 - 12:43 PM

Original post by Zipster
Those are definitely some nice pictures. And my, you sure kept them at their native resolution, didn't you [grin]

Don't want to deprive anyone, now do I? :)

(Does anyone still have 14.4?)

In Topic: [.NET] Make objects follow circular shape

14 May 2010 - 10:07 AM

The Do while cycle (which I guess is in method "Bewegen"?) shouldn't be a cycle - what happens is that while you're in the cycle moving and drawing the new positions, you're not allowing your application thread to go and actually do the work under the covers to update the display. Or process new input.

Usually you'll use the timer to update the position and cause a drawing to occur.

(as an aside, you may want to handle the onpaint event, and put your drawing code there, and just call refresh() after you update the positions. But I think it'll work if you just call the code you have inside the do while cycle from your timer)

In Topic: [.NET] Make objects follow circular shape

13 May 2010 - 10:01 AM

two options that I see here - one, keep an angle and a radius on the objects, increase the angle over time and use sin and cos to determine x and y.
Alternatively, you can do a more physical simulation, give them a speed and accelerate them towards the center. will be difficult to get it tuned up properly.