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ozmic66

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About ozmic66

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  1. I've been banging my head against the wall with this problem for about a week now, but funnily enough I figure it out now after I've already posted here. For anyone who may come across this problem in the future, here's what I did: Applying the equation in the paper is pretty simple (note that the delta vector must be normalized... he doesn't seem to say this explicitly) To find the c1,c2,c3 you'd need to use a barycentric position algorithm which takes in the 3 triangle points(a,b,c) and your collision point (p, which can be anywhere in/out/on the triangle) and returns the 'c' values for that ... to check you can plug your c's into pNew = a*c1 + b*c2 + c*c3 and pNew should be equal to your original p from there it's pretty easy Hope I could help
  2. Hey, I've been attempting to implement the last section of Jakobsen's 'Advanced Character Physics' paper, which is embedding a particle-constrained tetrahedron inside a rigid shape to simulate it. Now, I'd only like to do this in 2d, which should make things a bit easier. I don't exactly understand how he proposes to solve this though... When the collision point is on a line, I understand how to get c1,c2 on the line (so that c1+c2=1) and solve the equation he gives for the new positions. But I'm not sure how to do this for a triangle Furthermore, what leaves me confused is: if the collision point is on the surface of the shape, how do I translate it to affect the tetrahedron convincingly? Any tips you could give me would be great! - Oz
  3. wouldn't cubic spline interpolation work here
  4. have you tried chris hecker's tutorials?
  5. Check out this article: http://enthusiast.hardocp.com/article.html?art=MTA3OSwxLCxoZW50aHVzaWFzdA== ATI is saying that you can use their 'older' graphic cards as a physics accelerator which will be faster than ageia's Now I was wondering, if I were to use 3 graphics cards instead of one, would that allow for 3x rendering speed, given some optimizations on ati's side? (no physics involved)
  6. sorry.. I won't be able to help you out, as I am really a graphic designer who likes to make flash games but I have to say that any class where you talk about multiplayer game development must be pretty cool :)
  7. ozmic66

    a networked Flash game

    I've actually thought about that as a possible solution, but wasn't sure how well it would work. do you know this method to be successfully used anywhere? I'll give it a try as it seems most feasible but... what if the client who serves as the server leaves? what if the client's machine is very slow, then everyone else's experience will be affected also, I just read an interview with the creators of that flash game, and here are some of their stats: on their 4 servers they hold 1.1 million registered users, and handle 3000 users at peak hours they allow a max. ping of around 250 ms round-trip
  8. I've written a server app. in java for my multiplayer games, and was wondering if that's a good way to go What language is best for a server app?
  9. ozmic66

    a networked Flash game

    Viktor: that would work well, only I'm trying to steer away from that option because I dont have many servers available (prob. 2 at the most) and I'd like to think that many ppl will want to play my game I'm guessing that if i want a multiplayer games with flash i need a lot of servers... but take a look at this game http://www.xgenstudios.com/play/stickarena/ u dont have 2 sign up to play for them, the game doesn't run on the server--it only shares the data between clients, and they only have 4 servers total My system right now works like theirs, but I want a bit of physics (like player-player collisions) in my game and I'm not sure how that would work with a system like that
  10. ozmic66

    a networked Flash game

    thanx that cleared up a few things If I have one client as a host, wouldn't the data transmition be slower? because right now the client sends their data to the server who sends the data to all other clients. If the host is another client, the data would go to the server, then the host, then back to the server, and then to everyone else I'm not exactly sure how a flash client can be the (server) host since flash cannot bind itself to a port any tips? also, I don't really mind cheating (at least at this stage)
  11. I'm not sure how many of you here actually use flash, so let me tell you what its limitations are when it comes to games & networking - its not optimized for math operations - it only allows for tcp sockets I've managed to create a flash client that communicates with the server & synchronizes all of the players' states smoothly (but the sim. isn't running on the server) so i'm trying to create a twitch game with flash, but I'm not completely sure about a few things. - everywhere I've looked, people say you should simulate the game on the server...but if i run, for example, more than 3-4 instances of a flash game on a server it'll be extremely slow (in actual games, is there only one game per server or a lot more?) If i run a c++ copy of the flash game on the server and have flash clients it'd be a lot faster but I'm not sure how similar the outputs will be - using my current system, where everytime the user pressed a key, it sends the server its pos,vel,accel,etc. and the server sends that to everyone else with the change's time, how would i handle non-user-controlled objects & dynamic object-dynamic object collisions? thank you for any help Oz
  12. ozmic66

    Giving ragdolls a spine

    I was wondering if there's any research/experiments thats been done with ragdolls that have some sort of 'nervous system' and control their limbs artificially. If you've seen anything close, please post a link thank you
  13. ozmic66

    Thoughts on velocity verlet

    looks like nobody has an answer :0 i'm wodering what ppl have to say too
  14. ozmic66

    Realistic Rope Physics

    Anidem, before you dismiss verlet, tell me how many iterations per frame are you using?
  15. ozmic66

    Realistic Rope Physics

    verlet integration would be very usefull for this with a good amount of iterations per frame (like 3-5) the springs will be very stiff if you're not firmiliar with verlet, a must-read would be thomas jakobsen's 'Advanced Character Physics' which is readily available online
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