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About remmargorp

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  1. remmargorp

    Small But Crushing Problem with AD 3DS Max 2010

    I found a solution for my issue (likely not the same as yours) I was making a clone (instance) of an object then using the scale to adjust the size of the instanced (or parent) object without a selection (vertex, edge, polygon, element) in the modify tab To scale the instanced object and have it update other instances I had to select the "Element" in the Modify tab and then adjust the scale, without a modify selection any changes were not updating to other instances of the object
  2. remmargorp

    Small But Crushing Problem with AD 3DS Max 2010

    I'm having this same problem but with 3DS Max 2011 - hopefully we can find a solution
  3. remmargorp

    Pixel Manipulation

    I made little progress on Method 2 using built-in AS3 methods... NOTE: Some of the following is specific to ActionScript 3, not just theoretical, so it may seem more confusing Start at the bottom of the screen and work towards the top For each iteration through the loop: - Copy the pixels from the current row into a new DisplayObject (_CURRENT) - Copy the pixels from the row below into a new DisplayObject (_BELOW) - Copy _CURRENT into a new DisplayObject (_CONTAINER) - Copy _BELOW into _CONTAINER setting the BlendMode to ERASE (this will erase from what is in the _CONTAINER with anything that overlaps with _BELOW) In _CONTAINER I now have a copy of what should move down a row excluding any section where something exists that it would "go on top of" At this point I update the main image with what is in _CONTAINER at a position that would put the contents of _CONTAINER one pixel below the current row position, effectively moving what is "OK" to move down The next step would be to erase from the current row anything that "moved" down 1 row, effectively leaving what didn't move because something was below it, and erasing what moved because we have already printed out the moved content 1 row below I doubt I'll get this working... But it seems like it should be faster than iterating through 30,000 to 160,000 pixels individually
  4. remmargorp

    Smarty is stressing me out

    Am I reading into your original post correctly... You are able to define the template, however you are having a problem populating the variables $topSectionHtml and $pageContent due to the amount of data you need to save into each variable? If yes... Are you *sure* you are hitting a limit with-in PHP? What is the memory limit configuration for PHP? If small (<16MB) I would suggest increasing to a more reasonable amount for your application 16MB (the default setting in 5.2.0 and later) is a *LOT* of HTML content, are you really trying to store 16MB of HTML data into a variable?
  5. remmargorp

    Pixel Manipulation

    I wrote the following example in ActionScript 3 for Flash however it could be ported easily to C++, VB, C#, Java, etc... To get a crude very inefficient demo together I have done the following... - Draw 3 objects on screen (Circle, Rectangle, Ellipse) - Loop through every pixel starting from the bottom of the screen to the top - For each pixel check it's color -- If it's white do nothing -- If it's non-white then check the corresponding pixel below --- If the pixel below is white then "move" the pixel down 1 --- If the pixel below is not-white then do nothing, there is something below the pixel and we should not move it The end result is that all pixels move down the screen until they are settled. Pixels form shapes that move until the shape "collides" with something, at that point the pixels continue to move giving the effect that the shape conforms to whatever it is "falling" on Demo - http://games.reltru.com/PixelTest/play.html Code - http://games.reltru.com/PixelTest/PixelTest.as Now... I want to try and make the above more efficient I guess I'm struggling on the best place to start, I have a few ideas (some that may work and some that are new to me and I can't even figure out where to start)... I would imagine that there has to be an efficient way to accomplish my goal Method 1 - Identify the min/max left/right bounds of objects to update - Process all pixels with-in the left/right bounds from bottom of the screen to the top If my screen is 400x400 and I have the following two rectangles on screen Rect1 = {x: 50, y: 100, width: 50, height: 50} Rect2 = {x: 75, y: 150, width: 50, height: 50} With this method I would only have to process pixels in the following space {x: 50, y: 0, width: 75, height: 400} So instead of checking 160,000 (400x400) pixels per iteration I would only need to check 30,000 (75x400) pixels per iteration Method 2 I have no idea if this is possible... I haven't quite worked out my thought process regarding it either... - Get a copy of the screen - Process rows from bottom to top of screen - Get a copy of all pixels in the current row, stored in variable current_row - Get a copy of all pixels in the row 1 below the current row, stored in variable lower_row - Print to a new object what is stored in the "lower_row" object - Print to the new object what is stored in he "current_row" object, but only what is not overlapping the existing pixels - The new object would now store what the row below the current row would look like with the changes - Print this new object to the row below the current row, updating our screen - Extract out of the new object the changes and overwrite the current row (deleting the pixels that "moved" to the next row) Maybe the above is possible using some sort of "Blend Mode" like subtract/add... Anyone have suggestions? Ideas how to make the "concept" demo more efficient?
  6. remmargorp


    Yes, you can make easy games like Tetris and Pong in visual basic.
  7. remmargorp

    Guys Living Around Seattle Area

    Have her hang out at DigiPen.
  8. remmargorp

    Jumping against gravity

    Out of curiosity (I already implement this in my code) while(1) { if( (GetTickCount() - start_time) > 100) { //code here start_time=GetTickCount(); } } That would cause everything to process every 10th of a second.. would that be an efficient way of doing it?
  9. remmargorp

    Jumping against gravity

    Quote:Original post by JohnBolton First, your motion should be based on real time rather than the number of frames. Look up "frame-independent motion". Thank you, I have found that to be a lot of help.
  10. remmargorp

    Jumping against gravity

    I thought of a third way. character.x = 0; character.y = 1000; gravity = 9.8; //(when space is pressed set jump variables) velocity = 100; //(game loop) while(1) { velocity -= gravity; character.y -= velocity; if(character.y+character.height > 1000) { character.y = 1000 - character.height; velocity=0; } } This would remove the if statement to check for jumping.... when the space is pressed it would automatically set velocity to 100 (causing the character to immediately start moving upwards).... apon reaching the ground velocity is set to 0.. if the character were to fall from say a ledge (velocity should be set to 0 prior to fall (collision detection)) then it would increase the velocity as the character fell.. causing the character to fall more and more each time.
  11. remmargorp

    Jumping against gravity

    I once read a tutorial (can't remember where) that had this basic code for getting something to jump. acceleration = 10; character.x = 0; character.y = 1000; character.jumping = 0; //(when space is pressed set jump variables) velocity = 100; character.jumping = true; //(game loop) while(1) { if(character.jumping==1) { velocity -= acceleration; character.y -= velocity; if(character.y+character.height>1000){ character.jumping = 0; character.y = 1000-character.height; } } } That works, until you want to factor in gravity. If gravity is pulling down at a rate of 9.8m/s would the following be the proper way. character.x = 0; character.y = 1000; character.jumping = 0; gravity = 9.8; //(when space is pressed set jump variables) velocity = 100; character.jumping = true; //(game loop) while(1) { if(character.jumping==1) { velocity -= gravity; character.y -= velocity; if(velocity<=0){character.jumping = 0;} } character.y -= gravity; if(character.y+character.height > 1000) { character.y = 1000 - character.height; } } I would then imagine when you jump upwards that it would be pretty realistic... you would launch then slowly come to a peak, but once you hit peak you start dropping immediately at the rate of gravity (where as the first example your movement up slowly decreases and your movement down slowly increases) However the second method would allow gravity to take effect if the character say walked off a ledge.. Is the second example accurate enough to use in game?
  12. remmargorp

    Closing a process with VB

    Multiple ways to close processes Click
  13. remmargorp

    GMail Notifier problem

    Quote:Original post by Evil Steve Nope, I've disabled the firewall. Well, I've got it set to "Not monitored". Disabling it causes Windows to shout at me constantly. Open security center from Control Panels, on the left side you'll see "Change how security center alerts me" (or whatever it is). Uncheck Windows Firewall.. then disable the firewall, it should no longer alert you.
  14. remmargorp

    Regenerating a laser.

    I have found myself lost by your question. Is that the only code you have?
  15. remmargorp

    Pulling a tooth

    Quote:Original post by Sneftel the important thing is to get that tooth out of your mouth before it ASPLODE! I've never.. giggled harder..? I just set up an appointment with a local (to my work) dentist. Hopefully I will have enough will power to keep the tooth in my mouth by the time I see him. Hopefully it doesn't asplode by then.
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