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Jacob Roman

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About Jacob Roman

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  1. Where can I download the latest OpenGL header files? Seems I gotta upgrade since some code I have is accessing functions that don't exist in my current OpenGL.
  2. Jacob Roman

    Fast Moving Polygons Not Colliding

    Whoh!!! Nice code! Can't wait to check it out when I get home. Thanks Oliii. ;)
  3. Jacob Roman

    Fast Moving Polygons Not Colliding

    I'm mainly obtaining my concepts from this rigid body physics tutorial: http://uk.geocities.com/olivier_rebellion/Polycolly.zip which I found in Oliviers Code Junkyard. http://uk.geocities.com/olivier_rebellion/ Part 3 involved collision between fast paced polygons. But although I'm using a different language (Visual Basic), I managed to successfully convert part one and two perfectly, only used DirectX instead of OpenGL, which was used in those examples, with some code twists and modifications of my own. Part 3 wasn't working for some reason. It wasn't even registering a collision, even when the polygon was super slow or static. Either I messed up somewhere or I'm gonna have to use a different method, which you guys are suggesting for me. I'll try a few things when I get home.
  4. Jacob Roman

    Fast Moving Polygons Not Colliding

    Quote:Original post by ViLiO On the very little info you have given us to go on, all I can do is suggest you have a look into "continuous collision detection" [smile] Regards, ViLiO Basically what I mean is, although I was very brief, is like for example, a polygon is moving at about 100 pixels per frame, with both polygons being small, like a radius of 20 pixels. Although the fast moving polygon is close to hitting the other polygon, instead of a collision, it ends up behind it, missing the whole polygon completely. Like it had to be within the polygon in order to test for collision and successfully register one. What is "continuous collision detection?"
  5. I successfully pulled off collisions between rigid bodies, but it doesn't work for fast moving polygons. Is there anyway I can solve this issue? Thanks.
  6. Jacob Roman

    Triangle/Triangle 2D Collision Detection at Any Angle

    Thanks for the algorithms you guys. I gotta convert them into another programming language though, but besides that, I'm being lead into the right track for a change. I'll be back if I run into problems.
  7. Jacob Roman

    Triangle/Triangle 2D Collision Detection at Any Angle

    Whoops. Apparently I posted the same thread twice by accident trying to get it through with gamedev having server issues. Nothing a mod can't handle. :p
  8. I've been searching for code on this for months, but I want to be able to have a function that accurately determines whether a collision has occured between two triangles (or even more for multiple collisions) in 2D at any angle. I also want to be able to do this with Quads. Been mainly testing quads though, and so far, everything I've tried has failed or was way off. Does anyone have any code that tests collisions on these polygons in 2D?
  9. I've been searching for code on this for months, but I want to be able to have a function that accurately determines whether a collision has occured between two triangles (or even more for multiple collisions) in 2D at any angle. I also want to be able to do this with Quads. Been mainly testing quads though, and so far, everything I've tried has failed or was way off. Does anyone have any code that tests collisions on these polygons in 2D?
  10. Jacob Roman

    Technical Terms

    What's the difference between Rigid Body Kinematics and Rigid Body Dynamics? And also, what exactly is Langarian Dynamics?
  11. Jacob Roman

    2D Vertex and 2x2 Matrix Addition [RESOLVED]

    Can't believe that after all the places I've looked, I didn't even bother searching wikipedia thinking it was just gonna be 3D 4x4 matrices. Thanks. Got this out of it: Rotation For rotation by an angle θ counterclockwise about the origin, the functional form is x' = xcosθ − ysinθ and y' = xsinθ + ycosθ. Written in matrix form, this becomes:
  12. Jacob Roman

    2D Vertex and 2x2 Matrix Addition [RESOLVED]

    Trying to rotate the vertices actually. I was gonna setup a matrix identity, add the vertex to the matrix to combine it with a matrix, multiply the matrix by a rotational matrix, and convert it back to the original vertex. Couldn't find much online on doing it correctly.
  13. If you are adding a 2d vertex with a 2x2 matrix, how would you go about doing it? Can get it right for some reason. [Edited by - Jacob Roman on September 26, 2006 4:31:04 PM]
  14. Jacob Roman

    Leapfrog Integrator's Only Half Right

    Cause if its positive, the values are totally wrong. I got the code from this anyways, and he used -0.5 as well: http://einstein.drexel.edu/courses/Comp_Phys/Integrators/leapfrog/simple_leapfrog.c But the thing is though is that he used X for his dxdv's and deriv's functions when it was suppose to be V. Noticed that right away after taking a look at his Forward Euler integrator and RK4. And on top of that, it was only half way there with the leap frog, so I had to multiply the results by 2.
  15. I'm using a leapfrog integrator in my physics engine, but the thing is though is that the only way it can have correct values that nearly match my results with all the other integrators that I've been experimenting with is by multiplying the positions and velocitys by 2. Here is an example code that I've used, only this is a for loop that displays 100 of the results: Dim t As Single, x As Single, v As Single, dt As Single, a As Single Dim i As Long t = 0 x = 0 v = 0 a = 9.8 dt = 1 / 100 List1.AddItem "t" & " " & "x" & " " & "v" For i = 0 To 99 x = x + v * dt v = v + a * dt v = v + -0.5 * a * dt t = t + dt 'incorrect values: 'List1.AddItem t & " " & (x) & " " & (v) 'correct values: List1.AddItem t & " " & (x * 2) & " " & (v * 2) Next i Is the formula correct or did I do something wrong to get the results?
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