Time to compile a 7GB library. Let's hope these solid state drives speed up the process :v:
[QUOTE=Darwin226;33613113]Most browser games are made in Flash and everyone likes browser games (at least most do). [b]Why hate on Flash?[/b][/QUOTE]
there's a hint somewhere in here:
[img]http://i.imgur.com/5Fs8H.png[/img]
[QUOTE=thisBrad;33622953]Time to compile a 7GB library. Let's hope these solid state drives speed up the process :v:[/QUOTE]
qt?
Who was it that worked on that awesome looking uplink skin, mod, whatever?
[QUOTE=efeX;33623056]qt?[/QUOTE]
Yup. Not even enough spare CPU cycles for task manager :v:
[IMG]http://i.imgur.com/cc8al.png[/IMG]
[QUOTE=jalb;33621972][img]http://dl.dropbox.com/u/11093974/Junk/shakeit.gif[/img]
Sit still you. Dammit, we are not having this argument right now!
If I can fix this damn jittering I'll be golden. It's all gravity's fault. Physics, why do you suck so much?[/QUOTE]
I've read in physics simulation books that vibration at rest is caused by a lack of contact points/edges.
For example, when I was first doing rigid bodies in 2D, i could only find one contact point(Point vs Edge). This resulted in vibration (at rest) because in the case where collision was EDGE vs EDGE the contact solver could only find one point on that edge, therefore torque was being applied unevenly causing the rigid body to vibrate.
(Also at the time, i didn't calculate the moment of inertia , I just relied on an angular damping function I got off the net.)
Maybe this applies to 3D rigid bodies as well?
I'm not sure how you find your contacts in 3D, I'm just saying that a lack of contacts could probably explain why its jittering like that.
*EDIT*
I forgot to mention that setting a small time step could help as well.
Setting the time step >=100Hz will eliminate vibrations(because the rigid bodies will be moving so fast that they will appear to be stationary) but it could also affect your physics in general depending of if you use time at all.Typically, people use Euler integration for this stuff but i cant really assume that. So i dont think this is a permanent solution,however, you should atleast try changing the time step and see how that works out.
[QUOTE=thisBrad;33623207]Yup. Not even enough spare CPU cycles for task manager :v:
[IMG]http://i.imgur.com/cc8al.png[/IMG][/QUOTE]
Sweet Jesus, I thought you were bullshitting or something.
[QUOTE=TheCoast47;33623289]I've read in physics simulation books that vibration at rest is caused by a lack of contact points/edges.[/quote]
Maybe, I will look into that! I would think that would make general collisions look bad too, which they don't. And on your comment of inertia tensors; [url=http://dl.dropbox.com/u/11093974/Junk/physics.gif]yeah, I found out the hard way that those are important[/url].
[QUOTE=amcfaggot;33622921]For diving into this, it's very impressive, in my opinion. You must have learned a bit from this.[/QUOTE]
Yes, I learned a lot. Everything I've learned in the past 2 years of uni is starting to come together.
[QUOTE=Fear_Fox;33614737]School project, AI for Starcraft.
[IMG]http://imgur.com/re8C7.png[/IMG]
We've already been given a base to work from that can do the basic things and an API to use. I'm currently working on implementing all special attacks units have. In January we will have a tournament and pit everyones AI's against each other to see who wins.[/QUOTE]
Does anyone know of other AI programming games, like RoboCode? I'm really fascinated by stuff like this.
Learning C# and developing a RPG type game while I go. I don't have any images worth the show as they are just mostly basic non-textured temporary models and surfaces.
[QUOTE=The-Spy;33623442]Learning C# and developing a RPG type game while I go. I don't have any images worth the show as they are just mostly basic non-textured temporary models and surfaces.[/QUOTE]
Developing an RPG while you learn is not the best idea, even without judging your personality or learning speed.
[img]http://i.imgur.com/iXGm7.png[/img]
Maurice wtf are you doing
[QUOTE=ief014;33623543]http://i.imgur.com/iXGm7.png
Maurice wtf are you doing[/QUOTE]
It would appear he's helping everyone have a rock hard boner at good prices and direct shipping.
how did my random gun flip animation make highlights? i don't get this system at all.
[QUOTE=foszor;33623603]It would appear he's helping everyone have a rock hard boner at good prices and direct shipping.[/QUOTE]
Maurice: The People's Champion
Am I the only person who loves out of source builds?
[QUOTE=ief014;33623543][img]http://i.imgur.com/iXGm7.png[/img]
Maurice wtf are you doing[/QUOTE]
not waywo
[QUOTE=ROBO_DONUT;33617641]You can do this with some simple linear algebra.
[IMG_thumb]http://img685.imageshack.us/img685/333/uvcoords.png[/IMG_thumb]
First, look at your isometric coordinate system. We'll call a point in this coordinate system [i]<u, v>[/i].
What are the isometric unit vectors [img]http://www.forkosh.com/mathtex.cgi?\hat{u}[/img] and [img]http://www.forkosh.com/mathtex.cgi?\hat{v}[/img] in screen-space coordinates? Something like [img]http://www.forkosh.com/mathtex.cgi?\hat{u}=\left\langle w/2, h/2 \right\rangle[/img] and [img]http://www.forkosh.com/mathtex.cgi?\hat{v}=\left\langle -w/2, h/2 \right\rangle[/img], where [i]w[/i] and [i]h[/i] are cell width and cell height, respectively.
Plug these values into a matrix:
[img]http://www.forkosh.com/mathtex.cgi?\dpi{160}\left[\begin{array}{cc}\frac{w}{2} & -\frac{w}{2} \\ \frac{h}{2} & \frac{h}{2}\end{array}\right][/img]
Multiplying a value by this matrix will give you screen coordinates for an input isometric coordinate. You, however, want to go the other way, screen->isometric. So we have to invert this matrix.
I'm a lazy jackass, so I just told Wolfram Alpha to "[url=http://www.wolframalpha.com/input/?i=invert+%7B%7Bw%2F2%2C+-w%2F2%7D%2C+%7Bh%2F2%2C+h%2F2%7D%7D]invert {{w/2, -w/2}, {h/2, h/2}}[/url]", and it tells me that:
[img]http://www.forkosh.com/mathtex.cgi?\dpi{160}\left[\begin{array}{cc}\frac{w}{2} & -\frac{w}{2} \\ \frac{h}{2} & \frac{h}{2}\end{array}\right]^{-1}=\left[\begin{array}{cc}\frac{1}{w} & \frac{1}{h} \\ -\frac{1}{w} & \frac{1}{h}\end{array}\right][/img]
So, to get isometric coords from screen coords:
[code]
u = y/cell_h + x/cell_w;
v = y/cell_h - x/cell_w;
[/code]
[editline]f[/editline]
Hopefully it's right now.[/QUOTE]
Thanks alot, but dear god. How would I ever use that. I'll ponder over it.
[QUOTE=Asgard;33624120]Thanks alot, but dear god. How would I ever use that. I'll ponder over it.[/QUOTE]
You just need the last part I think.
That's why it's genious.
[QUOTE=ief014;33623543][img]http://i.imgur.com/iXGm7.png[/img]
Maurice wtf are you doing[/QUOTE]
Dude it's freaking cheap stuff, I'm only telling you about it because I like you so much.
[editline].[/editline]
And your avatar.
[IMG]http://i.imgur.com/nkv5P.png[/IMG]
Let's see if I manage to make changes bigger than 10 insertions. D:
[QUOTE=Darwin226;33624783]You just need the last part I think.
That's why it's genious.[/QUOTE]
Well I have a moving camera so I prolly need something along the lines of
[code]
public Vector2 ScreenToWorld(Vector2 worldpos)
{
return worldpos + mousepos;
}
[/code]
Robo that's a really awesome way to think about isometric picking, thanks for sharing!
Notice anything different about me, fellas?
[QUOTE=Yogurt;33626365]Notice anything different about me, fellas?[/QUOTE]
You look funny.
[QUOTE=Yogurt;33626365]Notice anything different about me, fellas?[/QUOTE]
did you get a haircut?
[editline]8th December 2011[/editline]
no, wait.
new shoes?
[QUOTE=Yogurt;33626365]Notice anything different about me, fellas?[/QUOTE]
I CAN'T THIS IS THE INTERNET
[QUOTE=Yogurt;33626365]Notice anything different about me, fellas?[/QUOTE]
gold member
[QUOTE=Samuka97;33626624]gold member[/QUOTE]
Doesn't have >2000 posts.
[QUOTE=Jookia;33626647]Doesn't have >2000 posts.[/QUOTE]
and therefore can't possibly be a gold member?
the 2000 post requirement was scrapped ages ago. now it's 5 years, 100 posts or something.
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