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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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bpj1138

X-Purge 6

4 posts in this topic

Hello everybody,

I've been working on my 3d verlet engine, and I thought I should share some insight about this before I upload the new version. First of all, if you haven't noticed, the previous versions of the engine would occasionally "BLOW UP" for no apparent reason.

Well, that is what is being addressed in the current version. Things that I have found out in the process are:


1) don't assume the problem is the friction calculation (see below)
2) if the intersection code is faulty, all bets are off, therefore friction calculation can fail as the result
3) most of the errors are caused when velocity vanishes, this means there is no tangent vector!
4) when all else fails, just abort the operation... the next interation will handle it

Your thoughts?
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[quote name='bpj1138' timestamp='1348299648' post='4982600']
Your thoughts?
[/quote]
My thoughts? My thoughts are I'm not sure how to respond to this thread. Are you asking for specific feedback about a specific problem/question/potential solution?
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[quote name='Cornstalks' timestamp='1348301067' post='4982604']
[quote name='bpj1138' timestamp='1348299648' post='4982600']
Your thoughts?
[/quote]
My thoughts? My thoughts are I'm not sure how to respond to this thread. Are you asking for specific feedback about a specific problem/question/potential solution?
[/quote]

I'm asking for other people's experiences solving the contact force problem. It seems to me when objects come to rest, which is obviously the solution, velocity goes to zero, therefore, you have to "catch" that condition in the code, which is obviously an invalid condition... velocity is zero, therefore time is zero, or objects are "at rest"...
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When such an error occurs, he X-Purge engine will print out an error message, like "tangent not unit"... which means, relative collision velocity was zero, therefore there was no tangent vector. It's always at the extremes where the system fails.
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