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About VladimirM

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  1. Thanks bacterius, i aproximated it using taylor series but it only worked for a small arc length to base width ratio, so the good old bisection is what i will settle for [quote] Just out of interest, how is the parabola being used? If you're talking about the motion of a projectile under the force of gravity, there are other equations you can use that are more suited to the task.[/quote] I have springs that compress, and i want to keep their length constant so i bend them accordingly when they compress.
  2. [quote]So if I understand you correctly, you need to keep the length of the parabolic arc constant, while modifying its base width, so you need to obtain the correct height for it to have the same length?[/quote] exactly
  3. I have no idea how to do any of those things you mentioned, i just finished high school my knowledge of math is limited.. Is there some software that does these approximations or do i have to try and do it myself?
  4. the base width of my parabola varies (the distance between x1 and x2), between some value q and 0, the thing is that i need the arc length to always be equal to q, I am modeling a spring that when compressed bends like a parabola, so when the spring compresses to a smaller length than its rest length q, i must maintain the length by bending it. and in order to bend it to a certain arc length (q), i must calculate the height every time the base width changes.
  5. this is the formula for the arc length of a parabola 0.5?16h²+w² + [w²/(8h)][Ln(4h + ?16h²+w²) - Ln(w)], from http://www.had2know.com/academics/parabola-segment-arc-length-area.html ., if i know the arc length and the base width, how can i find the height? I've tried solving for h, using wolfram alpha and mathematica, both failed... said it cant be solved, But there must be a way? It's mathematics, everything is possible, right?
  6. I don't want to use VS filters. Is there a way to add all source files from one folder that is the root of a source tree? And to access that structure in the solution explorer? In other words i want my source structure in windows explorer to be the same as in Visual studio. Thanks..
  7. length of a 2D quadratic bezier curve?

    i figured it out from the code.. no need to explain, thanks again.
  8. length of a 2D quadratic bezier curve?

    Wow, i tried it and it works, thanks, but i have a question, [img]http://segfaultlabs.com/files/img/graphics/qbezierlen/bezierSubst1.gif[/img] what is the D in the b = 2P1 - 2DP0? And why is there no line above P0? I need to understand this so that i could simplify this equation, because i have a very simple case of a bezier curve.
  9. Game Development

    If you never made games before, try making some 2D games first, if you already know C++, this is a good place to start http://lazyfoo.net/SDL_tutorials/index.php simple tutorials teaching you how to use a 2D graphics library called SDL
  10. How to find a size of variable

    SDL_Surface has a member format which is of type SDL_PixelFormat http://sdl.beuc.net/sdl.wiki/SDL_PixelFormat, it tells you all you need to know about how pixels are represented in a surface. It has a member BytesPerPixel, which is what you need to figure out the size of your Surface, given the number of pixels.
  11. Is there a formula? Or must i approximate it by dividing the curve into line segments and summing them up?
  12. How to learn Visual Studio for C++ game programming?

    I don't expect to find a book "visual studio for game programming" i just want to learn about all the compiler options, there has to bee some resources about it? There are great books on GCC, are there any similar resources for MSVC?
  13. I have been programming small openGL/SDL games in Visual Studio for some time now, and i know how to use it, but i still get confused with the overwhelming number of compiler options and various tools in the IDE, sometimes when an error occurs, for example in the debug config everything compiles fine and in release all hell brakes loose, and i dont know why? That is i dont undestand how the MSVC works.. Where can i learn more about the Visual Studio IDE for C++, i dont care about CLI or .NET or MFC, or Win32, just the compiler and IDE? btw, im using the 2010 express edition..
  14. Stencil buffer soft(blurry) edges

    [quote name='doeme' timestamp='1315996242' post='4861477'] Maybe I do not fully understand your concept of the fog of war. Are you talking about uncovering parts of the map or a dynamic fog, that moves with your character, so that parts of the map that you already visited get invisible again once you left the area? anyway i think a texture the size of your screen should do for the visual effect. Maybe you should check out FBOs (FrameBuffer Objects) for that purpose. [/quote] No its not dynamic, i just have to uncover parts of the map with player movement. Anyway I'm looking into FBO's and generally need to learn OpenGL more to implement these effects... Thanks...
  15. Stencil buffer soft(blurry) edges

    [quote name='doeme' timestamp='1315993431' post='4861461'] What you are looking for is an alpha blending of the stencil buffer, this is not possible. I suggest that you use a black texture with a alpha hole in it and project orthogonally over your scene. [/quote] Ok then, i suppose i have to have a texture the size of my map, and than make holes in it, holes being blurred circles. But i'm not quite sure how i would do this, maybe if i had a 32 bit texture with a alpha hole in it and than if i could put the alpha values of that texture to the alpha values of the texture that i want to make holes in... And then as my character moves i could make holes in the big texture by changing the original alpha with my hole texture.. But again i don't know how to do this?