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About healeyx76

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  1. healeyx76

    Reason Refills : Piano

    Yea, I was trying that, but I just cant get it to sound like I want. Maybe I'll just settle, or purchase better samples.
  2. healeyx76

    Reason Refills : Piano

    I'm sorry if this has been posted, search is temporarily disabled for some reason... But does anyone know of any free, legal refills of pianos? I already have the Wilton Piano one, which is really nice, but seems to be a little too high frequency, and lacking in low to mid range for the sound im going for. Does anyone know of any others?
  3. healeyx76

    Relitivity in a space game...

    It DOES make it slower, remember the original signal was 1MHZ. Its just that theres the doppler redshift effect, and the time dialation. Basically if youre on a ship accelerating away from earth, and earth sends you a pulse fo light every earth-second, the faster/farther you get the more time is in between the light pulses.
  4. healeyx76

    Maybe a new curve function

    Im not sure what you're trying to say. Please give an example of a curve in this notation. Isn't this also similar to Bezier curves?
  5. The thing is, im running simulations where memory isnt the issue (physical memory) but computation time. Its a physical simulation so having an extra 4 lines of code , each with multiple operations, thats in every iteration woudl slow it down more I think that having to access arrays of arrays of arrays. But maybe Im wrong. The systems im running it on have 4 to 8gb ram, so theres no swap file.
  6. Hi, I'm fairly new to c++, though I've used C a but, and am wondering what the best way would be to go about managing large amounts of data. Like, I may need an integer array thats 3D, and is 200x200x200, or even a lot larger. Back in C you couldnt just define the array without mallocing it. Heres how I was allocating it in regular C, but in 2D: int **imatrix(long nrl, long nrh, long ncl, long nch) /* allocate a int matrix with subscript range m[nr1..nrh][ncl..nch] */ { long i, nrow=nrh-nrl+1, ncol=nch-ncl+1; int **m; /* allocate pointers to rows */ m=(int **) malloc((size_t)((nrow+NR_END)*sizeof(int*))); if (!m) fprintf(stderr, "allocation failure 1 in matrix()"); m += NR_END; m -=nrl; /* allocate rows and set pointers to them */ m[nrl]=(int *) malloc((size_t)((nrow*ncol+NR_END)*sizeof(int))); if (!m[nrl]) fprintf(stderr, "allocation failure 2 in matrix()"); m[nrl] += NR_END; m[nrl] -= ncl; for(i=nrl+1;i<=nrh;i++) m=m[i-1]+ncol; /* return pointer to array of pointers to rows */ return m; } Thats from Numerical Recipes in C For 3D in C, i was just using a 1D array that was representitive of 3D. But this new thing I cannot use that, I dont want to have to calculate the 3D array indices from the 1D location. Is there a 3D array class I can use that makes the best use of memory allocation?
  7. healeyx76

    Using Liquid Nitrogen to Freeze Water

    I wonder how strong of a blower you'd need to make a hovercraft/skirt style lift system. Havign this could replace basically anything else you have for steering,wheels and such too. Might end up being lighter. You could still steer by fan, small obstacles wouldnt be much of a problem, steering would just take practice, water and such would be easy. You'd have to paint it like the purple car from F-Zero though, only then would it be cool.
  8. healeyx76

    Matrix help

    So basically you want the +Z axis to become the -Z axis, and vice versa, without changing the X and Y axis? So like |100| |010| |001| would become |1 0 0| |0 1 0| |0 0-1| Can't you just negate the Z axis? |x1 x2 x3| |y1 y2 y3| |z1 z2 z3| becomes | x1 x2 x3| | y1 y2 y3| |-z1 -z2 -z3|
  9. healeyx76

    inverting matrices

    remember, if the matrix is a rotation matrix, its inverse is its transpose. Other than that I'll looke for something.
  10. I wrote a simple 2D collision checking procedure for 2 rectangular boxes(defined by 4 x,y pairs). They rectangles can be oriented in any direction. It actually might work for any 4 sided polygon. Im just wondering if anyone has any possible ideas of how i can make sure it won't run into problems, like if I try 2 polygons(not rect), that one is concave around the other, and such. Also are there speed tests already done so I can compare the speed of my test to others?
  11. healeyx76

    repesenting inifnity

    What kind of precision are you using? Does your language have an "inf" built in? Is this in 2D or 3D? I guess for them to be parallel their slopes must be equal right? So assuming 2D couldnt you just have it be like (assumign there exists Line.m = slope bool 2dLineIntersect(Line L1,Line L2){ if(!(L1.m==L2.m)) { REST OF ROUTINE } }
  12. healeyx76

    calculating position on a sphere

    http://mathworld.wolfram.com/DotProduct.html given to vectors (a,b,c) and (d,e,f) the dot product would be ad+be+cf.
  13. healeyx76

    Main variables are global

    wasnt turbo pascal like that?
  14. healeyx76

    what is wrong here?

    Do you need to typedef the rand() ? its a float right? So none of these cases should ever appear. Maybe switch((int)(rand()%NumberOfClassTypes))
  15. RPY is the same as the heading notation. Its also called XYZ Euler, which means you apply the rotation matrices like so: Rr = RotationMatrix of ROLL degrees about X axis Rp = RotationMatrix of PITCH degrees abotu Y axis Ry = RotationMatrix of YAW degrees about Z axis Assumign orientation matrix O New O = Ry*Rp*Rr*O, the roll is applied first I believe.
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