[QUOTE=Mr. Smartass;31984817]My AV launches into a practical defcon 6 when accessing that site, are you sure it's safe?[/QUOTE]
Woah, your AV must be pretty chill, it's lower than the lowest [url=http://en.wikipedia.org/wiki/DEFCON]DEFCON[/url] level.
[url]http://dl.dropbox.com/u/33076954/Galaxy_2.rar[/url]
Lowered the gravitational constant a bit, you can add new stars by left clicking, stars now reappear on the right when they go off the left, gravitational attraction *should* (hopefully) work across the borders of the screen (though i havent tested it explicitly). Oh and disabled star merging and lifespan (both were a bit awful)
[QUOTE=ThePuska;31983722]holy shit snip[/QUOTE]
I don't claim to understand that math, but I do know that the force of gravity uses the inverse square law. So basically you're saying that if you throw something fast enough gravity won't be able to 'catch up' so to speak, and it will keep going for ever? I'm sorry if this is explained in that math, but wouldn't gravity constantly be slowing down the object until it finally reaches 0 speed and starts going the other way? Or would the speed of the object be such that that can never happen? If you want to, can you explain that in dumber terms without all of the bigass f's and and lines and dots and arrows and fucking sideways eights (just kidding about the last few, but seriously what the fuck is that f?)
Ugh why did I have to write my Ludum Dare entry so BADLY? Window size is hard corded across multiple files :|.
Pong is completely procedural, and the logic is a mess.
[t]http://puu.sh/4SSD[/t]
I decided to upload my barely working particle system for you guys to screw around with and give me ideas.
[url=http://hruhf.in/dl/Particles.rar]Direct Link[/url]
[QUOTE=Hruhf;31986811][t]http://puu.sh/4SSD[/t]
I decided to upload my barely working particle system for you guys to screw around with and give me ideas.
[url=http://hruhf.in/dl/Particles.rar]Direct Link[/url][/QUOTE] This is quite fun! Im running at 15 FPS (if thats the top-left number there).
[QUOTE=Funley;31986903]This is quite fun! Im running at 15 FPS (if thats the top-left number there).[/QUOTE]
That number is the force multiplier, change by holding middle mouse and moving mouse.
Also there's a ton of options in the config.ini
[QUOTE=Hruhf;31986926]That number is the force multiplier, change by holding middle mouse and moving mouse.
Also there's a ton of options in the config.ini[/QUOTE] Oh. (An FPS meter sure would be good!)
[QUOTE=Funley;31986942]Oh. (An FPS meter sure would be good!)[/QUOTE]
Done, link in the other post should still work.
[editline]Edited:[/editline]
Btw I changed the default settings, whoops
[QUOTE=bobthe2lol;31986656]I don't claim to understand that math, but I do know that the force of gravity uses the inverse square law. So basically you're saying that if you throw something fast enough gravity won't be able to 'catch up' so to speak, and it will keep going for ever? I'm sorry if this is explained in that math, but wouldn't gravity constantly be slowing down the object until it finally reaches 0 speed and starts going the other way? Or would the speed of the object be such that that can never happen? If you want to, can you explain that in dumber terms without all of the bigass f's and and lines and dots and arrows and fucking sideways eights (just kidding about the last few, but seriously what the fuck is that f?)[/QUOTE]
If you mean the ſ by 'f' (actually an s according to Wikipedia), that's the mathematical sign for an integral, kinda the inverse of a derivative.
The objects velocity will decrease, but the further it gets away, the smaller the effect.
As such, it might get slower and slower, but never come to an halt. Like the slope of f(x) = 1/x.
Actually, since the acceleration dependent on the distance squared it's probably more like the slope of f(x) = 1/x², but you get the idea.
[QUOTE=Hruhf;31986811][t]http://puu.sh/4SSD[/t]
I decided to upload my barely working particle system for you guys to screw around with and give me ideas.
[url=http://hruhf.in/dl/Particles.rar]Direct Link[/url][/QUOTE]
Friggen awesome :D
Though, could you [u][i]please[/i][/u] add an option to config.ini for "Speed Hue", that makes their hue change based on how fast each particle is going?
[QUOTE=Hruhf;31986811][t]http://puu.sh/4SSD[/t]
I decided to upload my barely working particle system for you guys to screw around with and give me ideas.
[url=http://hruhf.in/dl/Particles.rar]Direct Link[/url][/QUOTE]
If you attract all the particles in the bottom right corner, it forms a medium sized particle :p.
Got tired of my dirty implementation of SFML with Farseer Physics so I seperated that into its own project and started rewriting it. In the end I will be able to just create an object which is drawn using SFML and physics simulated with Farseer Physics.
So far I have this:
[img]http://i.imgur.com/f0Ogh.png[/img]
[QUOTE=Deco Da Man;31987057]Friggen awesome :D
Though, could you [u][i]please[/i][/u] add an option to config.ini for "Speed Hue", that makes their hue change based on how fast each particle is going?[/QUOTE]
That was annoying to fine tune, but here we have it:
[t]http://puu.sh/4SZ0[/t]
[url=http://hruhf.in/dl/Particles2.rar]Direct Link[/url]
Slowest is green and it goes through red to fastest which is light blue.
[QUOTE=Hruhf;31987431]That was annoying to fine tune, but here we have it:
[pic]
[url=http://hruhf.in/dl/Particles2.rar]Direct Link[/url]
Slowest is green and it goes through red to fastest which is light blue.[/QUOTE]
Woah... if you enable applying forces while paused, pause it and then click around... it makes some real purdy arrangements.
[QUOTE=Deco Da Man;31987698]Woah... if you enable applying forces while paused, pause it and then click around... it makes some real purdy arrangements.[/QUOTE]
Wow I didn't notice that, that's pretty cool.
[editline]28th August 2011[/editline]
[t]http://puu.sh/4T2B[/t]
[t]http://puu.sh/4T2T[/t]
Implemented what ever you call the thing where you subdivide the screen area into sections and only calculate gravitational attraction between nearby objects, then calculate rough gravitational attraction between the star and and distant crap by using the total mass within that square and the squares position
bin: [url]http://dl.dropbox.com/u/33076954/Galaxy_bin_3.rar[/url]
if anyone wants the source as well so you can see what i've done (other than blasphemy to the programming gods):
[url]http://dl.dropbox.com/u/33076954/galaxy_src.rar[/url]
Ive left in the code for the naive method for checking, as well as the much, much faster alternative method for calculating the gravity. Also there's a lot of commented out code in main that might make for easier reading if you deleted all of it.
I've just designed my own button class for a game, and it handles all its own click events and stuff.
It wasn't working properly; I couldn't understand why all the button events were being handled by the first button. Spent 45 mins re-writing all the event code. Tried doing it with just delegates, no events. Still nothing.
Then I scrolled up and saw I wasn't restricting my mouse-down detection to the actual area of the button, so anywhere I clicked it was firing the first button event.
Duuuuuuuh
[QUOTE=CarlBooth;31989387]I've just designed my own button class for a game, and it handles all its own click events and stuff.
It wasn't working properly; I couldn't understand why all the button events were being handled by the first button. Spent 45 mins re-writing all the event code. Tried doing it with just delegates, no events. Still nothing.
Then I scrolled up and saw I wasn't restricting my mouse-down detection to the actual area of the button, so anywhere I clicked it was firing the first button event.
Duuuuuuuh[/QUOTE]
Reminds me when I wrote an entire input system using recursion for handling button clicks and such like. It didn't work. So I spent hours debugging it, and then realised I forgot to even link the input events from the window to the root canvas control.
[QUOTE=Jawalt;31984562]Maths dickwaving, tbh. You could've just summed that entire post into your edit.[/QUOTE]
In real life sure, but on the internet you have to present 10x the evidence to keep smartarses at bay.
[QUOTE=Samuka97;31953791]Started working on a Marble Madness-ish game with physics puzzles. So far you can already roll the ball around and the physics work (although the ball does feel a little heavy and funky because it's low-poly, but I'll fix that later), but I didn't have any levels to test it on so I decided to make some parts:
[img]http://u.cubeupload.com/Samuka97/ballanceripoff.png[/img]
I can't model or texture though. :saddowns:[/QUOTE]
If you are working with spheres you could have a shot at rendering the ball using a kind of math fomula rather than using a model. You could come up with some cool ray-tracing effects with it too.
[QUOTE=Hruhf;31986811][t]http://puu.sh/4SSD[/t]
I decided to upload my barely working particle system for you guys to screw around with and give me ideas.
[url=http://hruhf.in/dl/Particles.rar]Direct Link[/url][/QUOTE]
[t]http://dl.dropbox.com/u/14605659/Dump/whoops.png[/t]
[QUOTE=awfa3;31981129]Never mind, I just had to clear the depth buffer. However, how come depth testing is still enabled without me enabling it? (Or am I just lucky in drawing it in the right order)[/QUOTE]
It shouldn't be enabled by default, even if you have explicitly requested a depth buffer.
On the topic of roguelikes and consoles, [IMG]http://i.imgur.com/Xz2d8.png[/IMG]
Quick update on the tank game. I added some HUD elements such as a health bar and score which gives the whole thing a bit more purpose, tanks also drop health packs.
I also implemented static walls that are placed randomly in the map, this is when I realised that my physics engine doesn't handle static geometry at all well, its something to do with how the static geometry will never move so that it isn't penetrating anymore so other entities must do that but if you have a complicated situation such as a tank pushing against a crate which is pushing against a wall if it doesn't resolve the penetration in a specific order you get horrendous jitter. This jitter happens a lot and I can only solve it with some kind of iterative position and velocity solver such as the [url=http://math.fullerton.edu/mathews/n2003/gaussseidelmod.html]Gauss-Seidel method[/url], but the maths is a bit too complicated for me to stomach right now, I've only been doing C++ for about 3 weeks now.
[img]http://dl.dropbox.com/u/3715122/Coding/HealthPacks.PNG[/img]
[img]http://dl.dropbox.com/u/3715122/Coding/TanksHUD.PNG[/img]
If anyone wants to see the physics engine first hand here is a quick build of the game so far:
[url]http://dl.dropbox.com/u/3715122/Coding/Release.zip[/url]
Mouse aims turret, WASD to move. Spacebar spawns a crate at the mouse position.
I'm going to switch to Box2D for now, although I may try again at a physics engine once I understand more about the Jacobian.
[QUOTE=DaMoggen;31989840][t]http://dl.dropbox.com/u/14605659/Dump/whoops.png[/t][/QUOTE]
That particle, all alone in there. :(
I was following along with the open.gl chapters at first. Then thanks to awfa3, and these nice set of tutorials ([URL]http://www.swiftless.com/opengltuts/opengl4tuts.html[/URL]) I finally got something to render!
[IMG]http://f.anyhub.net/3Zqm[/IMG]
Before I even started working on the rendering part though I was writing pile of back end framework stuff. (none of which is visible in the screenshot :|)
Oh and be careful of the tutorials I linked to they don't tell you to delete you VAO and VBOs, just be aware that you should.
[QUOTE=leontodd;31994614]That particle, all alone in there. :([/QUOTE]
He's not alone, he has 3 buddies!
[IMG]http://i.imgur.com/lDLkb.png[/IMG]
:rock:
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