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boomji

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  1. thank you everybody. nice solution Basiror. again thank you for being such a helpful community. b
  2. thanks so much folks, i'm not that jiggy with c++ but that can be dealt with. Nitage:Yeah thanks,i would any day like to know what's happenning over performance. i'm actually using melscripting(maya) which is more in tune with C than c++ so i dont think i'll have the liberty to use either methods(shuffel or swap).but still good to know...thank you all. b
  3. hey guys, well first of thanks(learnt abt shuffling in your post). but i was not really gunning for that. i'm struggling with the coding aspect. i was thinking on these lines... 1 .i generate a random sequence and store it into an array variable. 2.Then i need to iterate through them to see if there are repeats. 3.If there are i need to change those by running the random function again. if you could hlp me out with the coe or piont me to someplace. i've googled it and hit a few topics but i'd reckon some one must have run into similar situations here especially. thanks again. b
  4. hi, how would i generate random numbers from say 1-10 but not have any repeating numbers in them. i'm going in circles trying to figure out how i'm going to use the random function in an array and check for any repeats. object was to develop a scatter algorythm and not have and objects intersect. so i'd generate random numbers and filter out the repeats. i'd really appreciate any heads up on even psuedo code. thank's a lot. b
  5. ai caramba :) thanks willc. although reading one of the cpp's gave me a slight *aneurysm* ...i asked ;) thanks again. b
  6. hi, would any one know where i could peek at the code for all the math functions. e.g lerping,v-lerping,spline,smoth step,clamp etc etc. i use these many times in cg applications(3d max,aftereffects,shake) but i'd like to know them more intimately ;) .Googling hasent given me what i was looking for.Although this is a nice page but no internals here :( http://www.cinegrfx.com/newpages/tour/mray-opbox-descriptions/ thanks b
  7. hey thanks so much guys...it's sinking in slowly but surely. thanks again. b
  8. hi, the formula goes something like this. (u.v)/v * v/|| v || . could someone break this down for me. is vector projection used to find out primarily how much a given vector is pointing in the direction of another vector. what does (u.v)/v give me a magnitude ??? by which i'm scaling it with a normal direction vector v/|| v || . i'm almost there to understanding it intutively just need a litte clarification and simplifying. could someone derive this equation. thanks a lot. b
  9. thanks smilydon...will definately check that applet out. Thanks for sharing people. b
  10. hi, i'd find this simple... Math.sin(t / or * freq) * amplitude + offset. could you help elucidate a little more i'd greately appreciate it. thanks all the same. b
  11. hi, i'm here after asking at forums more appropriate to my field(compositing/ visual effects)...which is not very appropriate for such an answer irniocally. I use Discreets combustion3 along with many other post application which have recently opened up java based scripting/expression capabilities. To make expressions more user friendly the application has many visual presets for mathematical functions/equations(sine,rose curve etc) one of them being a simple sine wave with ease in and ease out capabilities. Now along with the usual amplitude,freq,ofset varibles i can simply animate the value of the amplitude over time to get my ease in and ease out curve. the funny thing is for such a simple procedure combustion's factory setting for such a curve is painfully complex...although the user is not burdened with understanding what is happenning all he has to do is change the values of the variables and things happen...not so for me.I'm a hobbyist programmer and am into game dev my self. I'll write the expression here for the math whizards if you could at least break it down to whatever level of simplicity you can. All i can tell from the following expression is all that complexity was needed to make the ease in and out to work WITHOUT the need of the user explicitly setting up a variable(amplitude) and animating it over time. here's my current nemesis... all numbers are just arbitarily chosen. MinYval=520 MaxYval=-197 freq=6 offset=5 EaseIn=3 EaseOut=5 t=(offset*MAth.PI/5)+CurrentFrame*freq/(10*Math.PI) (((Maxval-Minval)/2)*(-1/Math.Exp((((CurrentFrame+1)/EaseIn+1)* Math.Sin(t)/Math.exp(Easeout* CurrentFrame/1000)+ ( (MaxYval+MinYval) / 2 ) ) end. CurrentFrame is a function which returns the current frame. bloddy hell what is that creature. ;) Does this have some relation to furrier transforms ???. again... as a user in my field i'd do it the simpler way but the gamedeveloper in me wants to know more intimately...but this is just too much for me to try and break down. i'd greately appreciate whatever insights you have on this. thank you so much for reading in till here. b