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  1. Normalized

    Towards a Simpler, Stiffer, and more Stable Spring

    Well I got my vehicle physics implementation run works nice.
  2. Normalized

    Towards a Simpler, Stiffer, and more Stable Spring

     I am working on a vehicle physics implementation of a simple suspension that will use this concept.   ?Thanks for posting this. 
  3. Unity gives me    1: Quaternion inertiaTensorRotation  : The rotation of the inertia tensor. 2:Vector3 inertiaTensor : The diagonal inertia tensor of mass relative to the center of mass.   I assume that I should rotate the inertiaTensor by the inertiaTensorRotation.   Using a matrix may work if its true that.   Matrix4x4 m = Matrix4x4.TRS(rigidbody.centerofmass, rigidbody.inertiaTensorRotation, rigidbody.inertiaTensor);   I guess I will need to test this out.
  4. Thanks   What does body.orientation.Unrotate() do?   Am I right in thinking that body.orientation.Unrotate() takes a eulerAngle and returns the difference between the rigidbody’s rotation and said axis?
  5. I am using unity 3d and rolling my own semi physical vehicle physics.   Is taking the Inertia Tensor magnitude a legitimate way to find angularAcceleration?   Vector3 angularAcceleration = torque / myRigidbody.inertiaTensor.magnitude;
  6. Why are you changing symbol? And if you are why not swap the whole reel texture?
  7. I am doing this because low resolution or any reasonable resolution sky boxes look like shit when you are zoomed in at 50 power. Its appears to be rotating faster in the lower FOV.   I have gotten it to go away by trial and error 95% by using the following code to modify the quaternions before they are applied. I feel like there must be some simple trigonometric formula I am missing. cam1.transform.rotation = rotCamStart * rotCam; float zoom = (LinearMath.Zoom(camera.fieldOfView)) * (Mathf.Sin(LinearMath.Zoom(camera.fieldOfView) / ((LinearMath.Zoom(fieldOfViewMin) - LinearMath.Zoom(60.0F)))) * Mathf.Cos(LinearMath.Zoom(camera.fieldOfView) / ((LinearMath.Zoom(fieldOfViewMin) - LinearMath.Zoom(60.0F))))) + 1.0F; cam2.transform.rotation = rotCamStart * Pow(rotCam, zoom);
  8. I render my sky box with a separate camera with a field of view of 60 degrees. The rest of the game is rendered with a separate camera with a variable field of view with can be as low as 2 degrees.   The problem is that the amount of rotation needed make the sky box matchup with the lower field of view camera's  rotation is different. For example say you want to aim at a cloud with mouse look. The amount of rotation you need to apply to the skybox camera is not equivalent to the amount applied to the camera with the lower FOV.   Any ideas?
  9. Right now, I use physx none of my code is written with determinism in mind. I also use C# not sure, how that would affect stuff. Full synchronized just seems like a lot of problems. 144 units per player would optimistically be about 80 kbps per player. Most likely, it would be more like 150 kbps however most of the time a player would likely have more like 50 units. plan to have total unit limit among all players at 1,000. I think more like 300 would be the high point in a normal game. Basically it is just barely doable as an authoritative server. Since this game will not use a dedicated server. An authoritative server puts more CPU load on the server hopefully not a prohibitive amount. I have read over all the papers I can find on game networking. I can optimize some of this by sending the path units will follow from the server. When the player is not directly controlling his units. The player can only control 1 unit at a time when hes is in directly control - Synching events between clients yes - Synching visuals between clients yes to a degree for aiming. I plan to us something like valves latency compensation - Preventing cheating Yes to a degree. This is mostly a problem if the game becomes popular. So I can deal with it latter after release to a degree. - Dealing with buggy clients / clients on different architectures no - Dealing with lag yes P2P will create more of this I think The following series is a lot like the game I am trying to develop I think it uses a server of some kind because if the host leaves the game will end. But I have no idea what it's really doing. soldiers heroes of ww2, faces of war and men of war
  10. [font=Calibri][color=#000000]I am working on a hybrid RTS / third person shooter. [/font] [font=Calibri][color=#000000]Up to 10 players 5 vs. 5[/font] [color=#000000][font=Calibri]Each player can control up to 12 physics based vehicles and 132 kinematic infantry. Most like alot less.[/font] [font=Calibri][color=#000000]I need to pick the architecture[/font] [font=Calibri][color=#000000]a: trusted client with checking[/font] [font=Calibri][color=#000000]b: authoritative server [/font] [font=Calibri][color=#000000]c: P2P full synchronized. [/font] [font=Calibri][color=#000000]I know most RTS game are full synchronized however, I do not think this will work well for me due to the physics I use etc may not be deterministic. Some of my physics including damage physics and AI may not be lightweight. [/font] [font=Times New Roman][color=#000000]Thanks.[/font]
  11. Normalized

    Is there a better way to do this?

    Ok so I forgot that slope = tan(angle) . What way do you think is better trig or not ?
  12. [font="Calibri"][size="3"][color="#000000"]I have been working on trying to get an implementation of reciprocal obstacle avoidance working.[/font] [size="3"][color="#000000"][font="Calibri"]I need to find the point tangent to a circle from the origin (0,0). I know how to do this using two circles kind of like the diagram below. I was planning to us the quadratic equation to find the two tangents[/font] [font="Calibri"]points.[/font] [font="Calibri"][size="3"][color="#000000"][/font] [font="Calibri"][size="3"][color="#000000"]I need both tangent points[/font] [font="Calibri"][size="3"][color="#000000"]I know[/font] [font="Calibri"][size="3"][color="#000000"]1: circle center [/font] [font="Calibri"][size="3"][color="#000000"]2: radius [/font] [font="Calibri"][size="3"][color="#000000"]3: And that the tangent points must pass through the origin (0,0).[/font] [font="Calibri"][color="#000000"][size="3"]I have not used much trig in many years. I[size="3"][font="Times New Roman"]s there [/font]a better trigonometry based way? I know how to find the lengths of all sides and the interior angles. But not how to find the tangent points. [/font]
  13. Normalized

    What is a clockwise ordering

    [font="Times New Roman"] [/font][font="Calibri"]My new idea is rather then sorting. I just test if the normal is negative in y and if it is I just flip the vector, should run faster.[/font] [font="Times New Roman"] [/font]
  14. Normalized

    Your most memorable childhood game?

    combat atari 2600 Unreal one and total annihilation for pc Soul calibur for Dreamcast Starlancer for Dreamcast my first online shooter. Yes, I went from an atari 2600 to a Dreamcast and my next console will likely be a xbox 720. I only upgrade once every 15 years.
  15. Normalized

    What is a clockwise ordering

    I already have a function for computing the normal, or rather the unnormalized normal. That I wrote a while ago. However, it needs to know the ordering to get the right normal direction. This is for dead reckoning ground clamping. Am I right in assuming since all my points will be in quadrent 1 I can project my point into 2d and just compare x and z. If the point is down and right or equal and right from the last point then the ordering is correct. My 4th point is the origin; since its ground clamping my map, starts at the origin. (( edit) Just realized if you go into a deep pit its possible you would no longer be in quadrant 1. You could have negative y. )
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