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• ### Similar Content

• ...if you got time to read and answer i would be happy .

So me and my co try to do a game.
It should be in unity couse my co do everything in this engine.

We got the rpg package from evila for inventor, but it only runs on pc right now.

I like to make a online store for guns in the game and a multiplayer open world that runs on pc, android, mobile, ps4, xbox one.
Somebody told me that you "only" need to program it like so and that its possible in every engine...

So if you are one of the lucky guys who could help me out or programm that, or even if you know a newer better package for maybe unreal which offers that - please let me know now.

• I like to build my A - Team now.

I need loyal people who can trust and believe in a dream.

We cant pay now, you will recieve a lifetime percentage if the released game will give earnings.

What i need:
- Programmer c++
- Unity / Unreal - we must check whats possible, please share your experience with me.
- Sculpter, 3D Artist
- Animator
- Marketing / Promotion

What i do:
- Studio Owner
- Director
- Recruit exactly you
- Sounddesign
- Main theme composing
- Vocals
- Game design
- Gun, swords, shields and weapon design
- Character, plants and animal design

The game will be defintitly affected about our and your skills if you join the team.

Planned for the big Game:
- 1st person shooter
- online multiplayer
- character manipulation
- complete big open world with like lifetime actions and reactions
- gunstore with many items to buy
- specials like mini games

So if you are interested in joining a team with a nearly complete game idea, contact me now and tell me what you can do.

discord:
joerg federmann composing#2898

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task.
From blueprints to C++ in Unreal Engine
If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++.
Learn and practice C++
Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain.
Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera
Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.

View full story

• Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task.
From blueprints to C++ in Unreal Engine
If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++.
Learn and practice C++
Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain.
Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera
Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.

# [Bullet] btGeneric6DofSpringConstraint rotation

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I want to simulate a object on a rope. Here is what I've tried:

   btScalar SpringLength( 3 );
btScalar PivotOffset( 0 );
btScalar SpringRange( 7 );

PlaneShape = new btBoxShape( btVector3( 1, 1, 1 ) );
btTransform tr;
tr.setIdentity( );
tr.setOrigin( btVector3( 0, 0, 0 ) );
tr.getBasis( ).setEulerYPR( 0, 0, 0 );
MotionState = new btDefaultMotionState( );
MotionState->setWorldTransform( tr );
btRigidBody* pBodyA = new btRigidBody( 1, MotionState, PlaneShape );

btTransform frameInA;
frameInA = btTransform::getIdentity( );
frameInA.setOrigin( btVector3( 0, 0, 0 ) );

tr.setIdentity( );
tr.setOrigin( btVector3( 0, 60 - SpringLength - PivotOffset, 0 ) );
tr.getBasis( ).setEulerYPR( 0, 0, 0 );

MotionState = new btDefaultMotionState( );
MotionState->setWorldTransform( tr );
BoxShape = new btBoxShape( btVector3( 1, 1, 1 ) );
btRigidBody* pBodyB = new btRigidBody( 0, MotionState, BoxShape );

btTransform frameInB;
frameInB = btTransform::getIdentity( );
frameInB.setOrigin( btVector3( PivotOffset, -10, 0 ) );

btGeneric6DofSpringConstraint * pGen6DOFSpring = new btGeneric6DofSpringConstraint(
*pBodyA, *pBodyB, frameInA, frameInB, true
);

pGen6DOFSpring->setLinearLowerLimit( btVector3(  - SpringRange,  - 0,  - SpringRange ) );
pGen6DOFSpring->setLinearUpperLimit( btVector3(  + SpringRange,  + 0,  + SpringRange ) );

pGen6DOFSpring->setAngularLowerLimit( btVector3( - SpringRange, - SpringRange, - SpringRange ) );
pGen6DOFSpring->setAngularUpperLimit( btVector3( + SpringRange, + SpringRange, + SpringRange ) );

for ( int i = 0; i < 3; ++i )
{
pGen6DOFSpring->enableSpring( i, true );
pGen6DOFSpring->setStiffness( i, 1 );
pGen6DOFSpring->setStiffness( i + 3, 1 );
pGen6DOFSpring->setDamping( i, btScalar( 0.99 ) );
pGen6DOFSpring->setDamping( i + 3, btScalar( 0.99 ) );
pGen6DOFSpring->setParam( BT_CONSTRAINT_STOP_CFM, btScalar( (1.0E-5) ), i );
pGen6DOFSpring->setParam( BT_CONSTRAINT_STOP_CFM, btScalar( ( 1.0E-5 ) ), i + 3 );
pGen6DOFSpring->setParam( BT_CONSTRAINT_CFM, btScalar( ( 1.0E-5 ) ), i );
pGen6DOFSpring->setParam( BT_CONSTRAINT_CFM, btScalar( ( 1.0E-5 ) ), i+3 );
}
pGen6DOFSpring->setEquilibriumPoint( );

The object moves like it's on a rope, but it doesn't rotate at all. I am an absolute beginner with bullet physics

Edited by Kavarna

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