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PeterStock

Member Since 17 Oct 2005
Offline Last Active Dec 29 2014 02:16 PM

Posts I've Made

In Topic: choosing mass and size of game objects in physics engine

25 November 2014 - 02:52 PM

Some sets of physics constants give equivalent behaviour - for instance small objects slowed down (or in lower gravity) act like bigger objects at normal speed (or in normal gravity).

 

So I'd suggest fixing one of your physics constants and then varying the others to get the behaviour you want. I think most people go with earth gravity (~10 m/s^2) and then change the size/mass to fit what they want.

 

If you do stick to real units (kg, m, s) then you'll be able to make ballpark guesses for what things should be.

 


In Topic: (Tower Defense) Template metaprogramming or Factory functions to avoid class...

09 September 2014 - 08:29 AM

You can still do fun things, just for the fun of doing them :)


In Topic: (Tower Defense) Template metaprogramming or Factory functions to avoid class...

09 September 2014 - 05:35 AM

This is a good read. You might find it useful.

 

http://www.gameprogrammingpatterns.com/

 

In particular, these might be relevant:

 

http://www.gameprogrammingpatterns.com/type-object.html

http://www.gameprogrammingpatterns.com/subclass-sandbox.html


In Topic: Bell's theorem: simulating spooky action at distance of Quantum Mechanics

14 June 2014 - 03:56 AM

I didn't read all the posts and don't know about quantum mechanics, but you know that the numbers returned by rand() aren't very random, right? You'd probably want a better pseudorandom generator, or maybe a (physical) random source.


In Topic: fractal result by accident

06 February 2014 - 06:59 AM

I am impressed with the patience shown here. It's a Moire pattern.


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