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Drag0n

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About Drag0n

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  1. Drag0n

    Intellectual Property...??

    Whoops, I just don't get how the login system works, evidently... Cheers, Drag0n
  2. Drag0n

    Linux Frustration

    Quote:Original post by Horatius83In XP if I want to install a program I just download the installer and double-click, if I can do that in Linux that would be wonderful. Why would you want to do that? One thing Linux newcomers need to get used to is the centralized package management. But, in my opinion, this is much safer than actually downloading any software from anywhere on the web and just installing it, not knowing what it actually does. In most cases, I agree, it's not a problem. But in some cases, it is (spyware, virus, you name it). Now, when you look for a specific package that can't be found in the distribution's package tree, you're very likely to find it somewhere else. For Ubuntu specifically, there are lots and lots of repositories with unofficial/non-free/unsupported software. And if you still can't find the package pre-compiled, you can of course download the source and install it manually. And that most software is only available for Windows is certainly not Linux' fault. A good example for a binary installation is Quake III IMHO, so they do exist. I certainly agree with you that one has to get used to this way of package management. But once I got the idea, I got completely hooked and find it much more consistent than software management in Windows. For four years now I've been using Linux (virtually) exclusively, and I don't regret it. Cheers, Drag0n
  3. Hi, I recently configured my browser to always use my defined fonts for serif, sans serif and monospace fonts. When I was reading articles on this site, I noticed that code fragments were also rendered with the sans serif family (which I have set up as my default font). Upon a closer look, I noticed that the "code" class for <pre>-tags was using the Courier New face, but didn't use a fallback in case this font is not present--as is the case with my system (Linux). Would it be possible to change your stylesheets accordingly, i. e. to just add "monospace" to the font-family where appropriate? Thanks in advance! Cheers, Drag0n
  4. Drag0n

    Spaceship Physics: Looking For Buzzwords

    Hi, thanks Agony, I've found those articles already by asking google for the first three words in the first reply... ;) I guess I can figure it out now. Thanks again, everybody. Quote:Original post by Anonymous Poster "...the war on terror is going badly because, if you where to compare it to WWII, it's like America being attacked by Japan, and responding by invading Brazil." -- Michalson http://www.historylearningsite.co.uk/battle_of_the_river_plate.htm Good job WW2 had nothing to do with Brazil... Peace for our time! "the most difficult thing to simulate is the left wing mind, it can beleive two completely contradictory ideas at the same time" : Me. Socialism IS slavery. It's not my fault what Michealson said, right? But let's not be too hard on him. Otherwise he'll get mad, and I don't like mad administrators... ;) And you're quite right about socialism (not to be confused with a good social system). The socialist scum here in Germany is the reason for the instability of our government. But that's certainly not related to spaceship physics. Cheers, Drag0n
  5. Drag0n

    Spaceship Physics: Looking For Buzzwords

    Quote:Original post by Anonymous Poster Rigid body dynamics. In particular, you'll want to know how to model angular velocity and angular momentum. A force that is applied off of the center of gravity will produce torque. Force produces a change in the linear momentum, while torque produces a change in angular momentum. But it sounds like you are letting the user control the direction the ship is facing directly, instead of physically modelling it. In a physically modeled spaceship, you would control the direction by firing steering rockets designed to produce torque. Thanks. I'll have a look into those subjects. Uhm, I do want to model the physics for steering the space ship. But once I have the basic framework in place for applying off-of-center forces (which produce torque, as you said), creating the steering system will be quite easy, I suppose. Another thing which might clarify what I'm trying to do: I'm pushing a CD case on the surface of my desk now. When pushing the center of a back edge, it moves straight (of course). When I start pushing slightly off center, but still in perpendicular direction, it still moves forward, but also in a "turn" to the opposite side. The more I push off the center, the more it turns, and the less it moves forward. So I'm guessing, I have two components: how much it moves "forward", and how much it "turns". Of course, the friction coefficient will be significantly lower (i. e.: zero) for a spaceship than for a CD case pushed on a desk surface. ;) But I think I better get my hands dirty on rigid body dynamics. I think it'll get clearer then. Thanks again, Drag0n
  6. Hi! Haven't found anything related to this. If there is something, feel free to just point me to it. I'm coding a (so far rather simple) spaceship simulator. What I have now is a space ship that I can control with my joystick, which works just fine--using a very simple method for calculating the movement: just change the pitch, yaw and roll angles according to joystick axes. My problem is: I would like to implement this physics-based, and rather accurate (or: accurately approximated). The spaceships consist of interconnected "modules". Say, one for the core, a couple for weapons, and one for the rocket engines (among others). The rockets themselves are placed behind the ship, let's say it's four rockets placed in left-top, left-bottom, right-top and right-bottom positions (back-view). The rockets all apply a force to the ship. When flying level, the impact on the ship is easy, since it's just calculating the resultant and applying it to the ships center of gravity. Now, let's suppose one of the rockets fail (damage, or whatever), for example the upper left one. What I expect to happen now is that the ship yaws to the left, and pitches up while still maintaining forward movement. So far so good. I "think" I can still just apply the resultant to the ship, just not directly linear to center of gravity. Instead, it will be slightly offset, while having the same direction. Summary: How does the ship react to forces applied offset from the center of gravity? I'm willing to dig right into this problem. However, my physics knowledge is kind of dusty, and now I need a few buzzwords so I can get started. ;) Is this to expensive to calculate real-time? If so, can it be simplified while still looking realistic to the player? Am I on a completely wrong track here? Is it really 4am? Can anybody get me some coffee? ;) Thanks in advance for any help (and the coffee)! Cheers, Drag0n
  7. Drag0n

    this- ----Is it needed?

    Quote:Original post by PnP Bios I prefer it! I use it for clarity, and to trick intellisense into showing me the members of my class. Does that mean you don't know what members your class has? ;) Cheers, Drag0n
  8. Drag0n

    What exactly is Computer Engineering?

    Have a look at this! Cheers dra
  9. Drag0n

    fitting a bez spline to a semi-circle

    This might help you: As Easy As 1-2-3-4 Found with google: "bezier circle" ;) Cheers, Drag0n
  10. Drag0n

    struct vs class

    Quote:Original post by Magmai Kai Holmlor The only argument to the contrary I've heard is they added 'class' to the language for us to use (yeah well, they added exception specifies too didn't they?). How many class declarations have you seen where the first thing they do is 'public:'. There's a natural order to declaring the public members first, then protected, then private; the only time you don't see this is when they declare the private stuff first since that's what class defaults to. My classes look like this: class Foo { // Attributes: private: // Constructors: public: // Destructor: public: // Implementation: private: // Interface: public: }; But then again, my source code is always heavily documented, I just like to have it clean. Cheers, Drag0n
  11. Drag0n

    Goodbye windows, Hello Linux..

    Quote:Original post by Basiror as for linux me and my friends are of the opinion that its code is a collection of 20- 30 year old rubbish Awesome statement, considering the fact that Linux is about 14 years old. :) Cheers, Drag0n
  12. Drag0n

    OpenGL and double?

    Quote:Original post by renderer All philosophical though... :-) But right you are! ;) Didn't even think about that before, I probably don't really need to constantly convert floating point numbers around. Materials are pretty much constant I would think, and the lights that I can attach to my (double-based) "Movable" won't break the performance... Cheers, Drag0n
  13. Drag0n

    OpenGL and double?

    Quote:Original post by BladeWise Well, for glInterleavedArrays there aro no double formats too... while it's possible to use glVertexd instead of glVertexf... mah... Because of this I decided to use floats instead of doubles :P I'm starting to think, maybe it'll be my decision, too... ;) Cheers, Drag0n
  14. Drag0n

    OpenGL and double?

    _the_phantom_: If I recall correctly, the values are converted to 80 bit extended precision internally in the GPU. But I might be wrong. WanMaster: Sure, I don't need the extra precision (at least not for materials and lighting). But there are double-variants of virtually all OpenGL functions, why not for materials and lighting? ;) Cheers, Drag0n
  15. Hi, I've been using OpenGL for some time now. I like the API, it's clean, it's complete and very well designed. However, I've always wondered: Why are lighting and material calculations only possible with floats, respective GLfloats? Just wondering. Everything I do is double-based (for accuracy). Converting to float isn't hard for sure, but why is it neccessary? ;) Cheers, Drag0n
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