# EGDEric

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1. ## Game genre preference statistics

Hermm.. therefore when calculating market potential, you're just doing a bunch of wild-ass guessing.

3. ## Game genre preference statistics

I was wondering if anyone knew of any good resources that would tell you what percentage of gamers like fighting games, strategy, turn-based strategy, flight sims, RPGs, casual, etc.. This would be useful information to know for calculating market potential, but I'm having trouble finding anything that isn't expensive: Most of what I've found requires payment.
4. ## Ideas for implementing force-field sparkle

I was thinking about how one would go about implementing the special effect for a force-field taking a hit. If you've ever seen Star Trek, you know what I'm talking about. When a ship gets hit by a phaser, the shields light up and sparkle at that location.   The solution I thought up would be for the ship to be surrounded by a textured sphere/ovoid. The alpha would be 0, but when the shield takes a hit, the alpha for the vertices around that location would go up a certain amount, and the texture would be an animated one, all bluish and sparkly.   Any thoughts? How would you approach this? I'm also curious about how one would implement this in a sprite based game.
5. ## Indie community in Montreal?

Hi there, I'm looking for some networking opportunities for indie developers in Montreal. I'm already a member of most if not all of the meetup groups. Does anyone know of any good places, events, or facebook groups that are good for meeting other developers in Montreal?
6. ## Is my math right?

Thanks HappyCoder! That makes sense. I hadn't thought of getting the integral of the function for velocity, only the one for time.
7. ## Is my math right?

If I have an object that accelerates from 0 to X, I want to know what it's speed will be by the time it covers a certain amount of ground.   So: function for time it takes to accelerate to a certain speed:  t = s/a, where s = speed, a = acceleration. function for speed / time: s = t space needed to accelerate to a certain speed = 1/2 (s/a)2, dist = s2/2a2   s2 = 2a2  * dist s = sqrt(2*dist)*a   So, this way, I can get the speed from the distance travelled. Is this correct? I'm having some problems, so I'm wondering if the math for this is incorrect, or if it's something else.
8. ## Figuring out the maximum acceleration allowable in a tight space

I've given this some more thought, and I think the answer may be much simpler than I surmised.   The idea of accelerating for a 0.X of the way, and deccelerating 0.Y of the rest can work even when already moving. You just have to move the start point back by the accelSpace it would have taken to reach your current speed from 0, and pretend you're starting from there for the purpose of the math.   a/d is the accel/decel point.   If the speed is 0, it works like this:       O---------a/d-----------------------------------------------------B     If we're already cruising along, we shift back by one accelSpace, plugging our current speed into the accelSpace I mentioned earlier. Calculate it from O, as though we were starting from 0. (A is our actual location)          d __________ |                   | O---A-----a/d----------------------------------------------------B     accelDist = d - OA
9. ## Figuring out the maximum acceleration allowable in a tight space

I've run into a problem that I'm having trouble solving. If you have an object with different acceleration/decceleration values, and it's moving from point A to point B, and you already know from previous calculations that it wouldn't have enough space to decelerate fully from its max speed. I'm trying to figure out how much acceleration it can do, so that it still has room to decelerate fully in time. The point is to get there as fast as possible, without overshooting.     Assuming the deccel is less than or equal to the accel, I could do: accelSpace = distance * deccel/accel deccelSpace = (1-accelSpace) * distance This way, if accel is 10 and deccel is 2, you'd accel for 0.2 of the distance, then decel the rest. But this only really works if the object isn't moving at all yet. If it's already moving, I'd have to figure out how much acceleration I can still get away with, while still having room to decelerate. I think this might be like one of those optimization problems from Cal I. I'll describe where I'm at with solving this problem. I'll start with some equations:     How to know how much space you need to accelerate to a certain speed: time to accel: t = (spd - curSpeed)/accel accelSpace = 1/2(t^2) Decceleration space from a certain speed: time to deccel: t = spd/deccel deccelSpace = 1/2(t^2) Now here I am trying to solve this:   If I can get the max decelerable speed with:   dist - deccelSpace = 0   substituting the previous equations we get: dist - 1/2(spd/deccel)^2 = 0 spd^2/2deccel = dist spd = sqrt(2dist) * deccel       So that gives us the max speed I could decelerate from in that space. spd <=  actual speed, we should just decelerate now, and not do any further calculations.   However, if spd > actual speed, we can probably accelerate a bit more before the end. So I turn to optimization problems from Cal I.   a = acceleration d = deceleration S = current speed S1 = desired speed (unknown) deltaS: S1 - S   we've got the functions we want to maximize: accelSpace = deltaS^2/2a^2 decelSpace = (S + deltaS)/2d^2 we've got a constraint: dist - accelSpace - decelSpace = 0 So I solve the constraint for accelSpace: acccelSpace = dist - decelSpace; Plug in the accelSpace function, solve for deltaS deltaS^2/2a^2 = dist - decelSpace deltaS^2 = 2a^2(dist - decelSpace) deltaS = a * sqrt(2)sqrt(dist-decelSpace) At this point, I think I'm supposed to substitute deltaS into the accelSpace function, then get the local maxima from a derrivative, then plug that into decelSpace, but I'm at a loss for what to do afterwards, because doing just the first step leads me right back to the constraint accelSpace = (a*sqrt(2)sqrt(dist - decelSpace)^2 / 2a^2 accelSpace = dist - decelSpace. So there you have it, I'm lost. :/
10. ## Getting angular speed from turn speed and linear speed

Oh. I was overthinking this.
11. ## Getting angular speed from turn speed and linear speed

OK, so picture an object moving in a circle. The object rotates left at a specific speed, and has a set linear speed. If you give it enough time, the object will be right back where it started, its path forming a circle.      I want to get the angular speed from these 2 variables. By angular speed, I mean the amount of rotation that's happening from the perspective of the centre of the circle, as if the object were a spoke on a wheel.   I've been trying to figure this out, but it's driving me bonkers. Here's a few equations I've been looking at:     length of an arc = angle * r linear speed = angular speed * r   angular speed = linear speed/r
I'm a Quebec citizen, I live in Montreal. I want some funding to make some indie games, and I know the Quebec government is very serious about subsidizing the game's industry (Ubisoft, and Phil Fish got grants, among others), so I googled around and found this: http://www.grants-loans.org/blog/news-and-events/quebec-video-game-developer-to-receive-9-9-million-in-government-funding/ . I followed the instructions on the page, and got on the phone with with someone. Their company charges for access to databases of Quebec grants/subsidy programs to businesses. He said he has 2 big databases, and they'll charge $589 each. If I get my funding, I can get the money repaid if I agree to let them advertise me on their site (thanks to us, he got funded!). He said I could potentially get a wage subsidy of$20,000 per employee.   I'm wondering if anyone knows anything about this? Is this advisable? I'm surprised I need to go through them at all, seeing as the Quebec government should be making these grant programs easy to find. But maybe it's worth it, what do you think?