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About q2guy

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  1. q2guy

    Slow slow slow

    In actual films, there are two ways the effects are made, one is the matrix like, where time seems to stop, and other where the suddently an violents explosions, fast movements and fast camera leads all the action. The last style is used for reality-like, and the first for fiction. What I'm talking is to get a physic engine tweak, where the tweak is not tweak, is a real-correct physics solution, to make fast things like they are in reality. And I want to know if this is possible without using visual cues like oliii suggested.
  2. q2guy

    Slow slow slow

    I have been playing with several physic systems, and with my simple physic engine (only a plane and boxes as rigid bodies). When I see the simulation in all systems, I see that all bodies moves slow (no graphics problem). In reality, if I catch a pencil, and I let fall it from 1 meter for example, the sensation of falling object is that it goes to the ground very fast, if I try to do the same in a physic system, the result is a slow falling, that for me seems unrealistic, no one see it in this way ?? I need glasses ? xD I see in reality all is fast, movements of human body, objects going down, ... why in games for example, they don't try to get this real looking ? is there any way of get this results, without cheating the physic engine with extra forces, that don't exists in real world ?
  3. q2guy

    Lost Article

    yes, thanks! the article isn't in inet ?
  4. q2guy

    Lost Article

    Anyone knows where I can find this article in internet ? "Collision Detection Using Ray Casting" by Tim Schroeder I have googled much and I only found a link to the source code in gdmag.com, but 404 error, it doesn't exists now.
  5. q2guy

    What Dynamics Engine should I choose ?

    Reactor is Havok for non real-time. Maya has a good physic engine, and XSI too.
  6. q2guy

    New physics SDK

    it seems very fast, but a bit frictionless
  7. q2guy

    Fast moving objects

    When you manage the collision of fast moving objects (or no so fast), you have to precalculate the future positions of the object, and see if It collides with other objects and if there are interpenetrations, but you have to do this for all objects ? if there are much objects it will slow down all the simulation a lot. How you select what objects to test for this ?
  8. Can be Visual C++ 2005 express beta downloaded in a big file, and not with an internet connection while installing? I don't find the link if it exists. Thanks P.D: I have a dial-up modem connection, so installing from internet isn't a nice thing.
  9. Let the people learn, If we aren't in work, we don't worry about how to be efficient, perfect programmer for a capitalist executive (that the only thing they want is a product in less time, invert less money and get more and more money). When people are learning, the last thing they must use is something that have done other programmer (I mean libraries, and so much things that until a windows user would learn it). Typical Q&A in forums: Q: How can I do a linked list ? A: use std::list Q: How can I sort a vector of integers ? A: use std::sort Q: I am making a string class and I'm having problems with bla bla ... A: use std::string Q: How can I do a ... ? A: use boost, ... boost ... boost ... Have I told boost ? Q: How can I do a doom3 like game ? A: use the **** free engine, use the **** free physic engine, use the *** library for collisions, **** library/wrapper to create the window, the *** script language with *** script language library, ... with this, some boost and work, you will do it. Do you think that a people that doesn't know how to do a linked list, sort a vector, make a string ... will be a good programmer ? It will be a library user only. A programmer need to be curious about code, about how to make new algorithms, faster code, smallest code, prettiest code ... If you want to optimize something, only for pleasure, do it, I hate see post of people telling "it's not your bottleneck, so you need not to optimize it". I like the C way on C strings(not valid for your std::string of course), is art: pos = strlen(str) - 1; *(str+pos) = '\0';
  10. q2guy

    Verlet with Rigid Body

    Thanks for replies, I will go for a impulse based engine, but I'll give a little try to verlet&constraint method that seems easy. When we tell impulse based engines (like havok, novodex, tokamak, ...) it means that you apply only impulse to objects (applying every frame to get a especific velocity/accel), or you can apply aceleration&initial velocity too ?
  11. q2guy

    Verlet with Rigid Body

    I have been reading the Jackobsen article "Advanced character physics" that relates his physic engine for Hitman game, with his description of the engine, it seems like a perfect system to simulate rigid bodies (using verlet + "rigid" constrains + ...), my question is, which are the pros and contras of Jackobsen system against "traditional system"(like the used in havok,tokamak,novodex...) ? If its so good, why the most used physic engines aren't using verlet for rigid bodies ?
  12. Thanks, I have solved, thanks to ff8 code and "Avoiding 16 Common OpenGL Pitfalls" article.
  13. I call the display lists: glCallLists(strlen(text),GL_UNSIGNED_BYTE,text);
  14. I have read the nehe tutorials, I only ask one thing, easy of use in positioning text.
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