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About rileyriley

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  1. rileyriley

    Jump game, with rotation!

    Can you explain a little more about the rotating in air? If I rotate to be upside down, can I stick to the undersides of ledges and platforms?
  2. rileyriley

    mouse to world coord

    The coord should go from the mouse to your computer, not just out into the world somewhere. I looked on google, though, and a shocking number of people have the same misconception. Here are the results it came up with: Maybe one of those sites will help? I also searched on itself, and got, which looked more specifically like what you might want.
  3. I have no problem calling loadfile multiple times~ what are your symptoms of "not working?" On another note, though, if you load the SAME file multiple times, it's likely that you're going to overwrite some data unless you're pretty careful. I load a file that can generate new entities with a function call. That way I don't have to load a file again, I just call the lua function from C++ again.
  4. rileyriley

    Database Admin VS Game Programmer...

    I got a job at Microsoft, moved to Seattle, got paid a lot of money, had really interesting programming projects and worked with really smart people, etc. Then I quit and moved to Iowa to work for $10k and free rooming in order to be a teacher. It just depends on your priorities. I don't claim any virtue in turning away money to do what I wanted to do (teach) - I am lucky enough to be in a situation in which I have to choose between a lot of money and just enough money to get by doing what I love, which is a really, really good choice to have - I just wasn't happy doing the programming thing. The thing is, you don't have to make this decision yet. If you're talented enough to be a game developer and talented enough to be a DB admin, just pick whichever one your parents or your girlfriend or your friend or whomever says you seem like you like the most right now, and then reevaluate every six months. Good luck~
  5. We actually do have the ability to make several official servers without publically releasing any server binaries... I'm just trying to weigh possible outcomes.
  6. I help run and maintain a multiplayer game that has, at any given time, about 100 people logged into the chat server, and maybe 35-60 people logged into the game server. For the last seven years, there has just been one centralized server that hosts many instances of the game (each instance has between 2 and 8 players, and then an arbitrary amount of "observers" who receive information but send none). Ping is extremely important in the game, which is a kind of sports simulator. It is hard for someone with a ping of 200 to compete with someone with a ping of 20. As our game becomes more popular, we are getting a wider range of pings. The server is in New Jersey, and we're getting a lot of players from California all of a sudden, and a lot of players from England and Portugal. If six people from Portugal want to play, right now they all have to connect to New Jersey, and all have pings of 200. It is not currently an option for them to host their own server. So here's the dilemma: do we allow people to run their own servers? It would be good because: * People could play on LANs and in Portugal with much lower pings It might be bad because: * We only have maybe 200 regular users. If 100 of them discover that they have friends near them with whom they can play, it could be very bad news for the other 100. We currently have a very close community with many "well-known" people, and we're afraid of losing that. Thoughts?
  7. rileyriley

    Summation of Powers

    it was easy for me to remember this formula by visualizing unit squares in a stack. Each successive level has one more square, so, like, for 1 + 2 + 3 + 4 + 5 * ** *** **** ***** If you flipped this image over and put it next to itself correctly, you'd get a rectangle that was 5 x 6. So, of course, the original stack is 5 x 6 / 2 ****** ****** ****** ****** ******
  8. rileyriley

    reversing my boat

    The problem is that you have redundant data - you store a "speed" and also a "velocity," and they get a little out of synch. When you try to synch them you get errors (effectively absolute-valueing your speed). You also have a direction vector and an acceleration vector, but it seems like they must always be in the same direction. As Zahlman suggests, you can fix this by getting rid of those redundant variables. If you don't want to change how you calculate direction, etc, I think you could get away with taking out the line that says "vVelocity = vDirection * speed". If you take that out, you'll notice that the boat will start to coast sideways when you turn, but you should also be able to reverse. This would also break your braking code because vDirection will no longer be in the same direction as vVelocity (note that in real life, the direction a boat is facing and the direction of its velocity are often different). Edit: I made this post before reading your most recent post. I was referring to the original post.
  9. rileyriley

    reversing my boat

    velocityVector += accelerationVector * dtime; /*Update the velocityVector*/ positionVector += velocityVector; /*Update the positionVector*/ So what is happening that is making the code above add positive values to position even though accelerationVector is negative? Have you traced through this part in a debugger? I suspect that your negative velocity is becoming positive when you say: speed = magnitude(velocity) and then later... velocity = speed * direction. When you update the speed in updatePhysics, you don't consider the possibility that the boat might be going the OPPOSITE direction of the direction vector.
  10. rileyriley

    reversing my boat

    //============ Reverse the Boat if (bReverseKeyPressed == true && bAccelerationKeyPressed == false && bBreakingKeyPressed == false) { accelerationVector = directionVector * REVERSE_ACCELERATION_RATE; } Just make REVERSE_ACCELERATION_RATE negative~
  11. rileyriley

    using ode/newton for basic stuff

    They are very well suited for the basic stuff you've listed.
  12. rileyriley

    Event polling vs. immediate handling

    In my game, I must delay reaction to some events until a system has finished calculating for a frame, and returned itself to a stable state (as mentioned above). For example, my physics engine generates some events on collisions, but I can't react to them immediately because the engine (ODE) has locked all of its data, and I can't add forces or set velocities, etc, until it finishes. This would be impossible to get around without some sort of queue.
  13. rileyriley

    Array doesn't work?

    Quote:Original post by Vinniee Quote:Original post by Exab There is no difference between else and if else, you cannot have an else, without an if, your compiler should complain. You can only put an else after an if statement, because else means "if the 'if' fails, then do this" Ah thanks for explaining :) It also works with this code btw: *** Source Snippet Removed *** Careful, though. Try putting -10, -100 into variable_array and see if it still works with the code immediately above. if else is always preferred when you only every want one section to execute and never both. It's water-tight - you never have to worry that some weird change to your program will start changing the behavior somewhere else because new if statements are satisfied. If-else is also easier to read and understand - when I see an if else I know that only one sub-section will ever execute, but if I see two if statements I kind of have to figure out what they mean before I can make that determination.
  14. rileyriley

    Need help with call backs!!!

    Say you want to make a type of callback that returns a bool and takes an int and a char as parameters. This'll do it: typedef bool (*callbackType) (int, char); Now you have created the type "callbackType" which implies a function that takes an int and a char and returns a bool. An example of its use: bool funcA(int a, char b) { cout << "FUNCA\n"; cout << a << endl; return true; } bool funcB(int a, char b) { cout << "FUNCB\n"; cout << b << ": " << a + 1 << endl; return false; } callbackType event; event = funcA; event(4, 'c'); //returns true event = funcB; event(4, 'c'); //returns false The output: FUNCA 4 FUNCB c: 5 edit: forgot return values in my functions! [Edited by - rileyriley on December 4, 2006 2:07:40 PM]
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