Oh by the way, I'm writing thermal simulations in some places for my spacecraft simulator, and as a part of research into that I wrote this simple thermal simulator.
Currently it assumes there is oxygen in a pretty long, round pipe, with isolated walls (they do not heat or cool down oxygen), with equal distribution of oxygen inside it.
Initial state: there is cold oxygen down there, and there is ring of pretty hot gas around it. This image shows how temperature evens out with time (it only accounts for conduction, no convection).
[IMG]http://filesmelt.com/dl/heatflux_3.gif[/IMG]
The brighter temperature thingy is, the higher temperature is. Heat flux is basically how much heat is transferred through this point, and heat flux gradient is actually heat flux divergence - how much heat iteraction is happening in there.
This uses heat equation, and a kind of finite-element model. It only simulates 1D case - in a polar coordinate system. The whole thing is symmetrical on [B]phi[/B] axis (the rotation angle in polar system), so it's only simulated on [B]r[/B] axis (radius, distance). Next step is adding pipe to it, and simulating oxygen inside pipe (with external source of heat for pipe, and testing how pipe transfers heat to oxygen).
The reason for this simulation is to compute correction coefficient for my realtime simulation (which currently doesn't account for inequal distribution of temperature in pipe), so it's closer to real data. I should add convection too, after I figure that out.
[B]Math behind this is here, also source code[/B]: [URL]http://brain.wireos.com/?p=1886[/URL]
[QUOTE=Ferret++;20302517]It doesn't matter, he doesn't know a thing about UDK.[/QUOTE]
Obviously neither do you.
@databee, DirectX i'll assume?
Any tips you could offer? I'm looking to start with DirectX.
[QUOTE=nullsquared;20306901]@ Garry: can describe your networking system? Essentially, I'm interested in how you handle the networked properties of all the entities. I remember you had previously made some intriguing posts but I'm having a little trouble finding them. And I remember you mentioned you have separate "worlds" - what exactly makes up a world? Would you consider separate game states (main menu, play, etc.) separate worlds, or is a world on a higher level than game states? Thanks for any information :smile:[/QUOTE]
Lots of info here null: [url]http://www.garry.tv/?p=969[/url]
Network stuff here: [url]http://www.garry.tv/?p=758[/url]
[b]Edit:[/b]
[QUOTE=databee;20305510]rotate with a few lines of code or load in at least 50 textures. Answer seems pretty obvious.[/QUOTE]
I'd just load a single sprite map of all the positions as frames and use code to pick the frame in the sprite map.
Apparently rotating a single frame sprite is still faster though.
Gonna make an authorization system for vBulletin using C++ for linux. When you build for linux, does it have to be built specially for that distro or do linux binaries generally work on most of the distros?
[QUOTE=CarlBooth;20310179]Lots of info here null: [url]http://www.garry.tv/?p=969[/url]
Network stuff here: [url]http://www.garry.tv/?p=758[/url]
[/quote]
Cool thanks for the links :smile:
[QUOTE=high;20310495]Gonna make an authorization system for vBulletin using C++ for linux. When you build for linux, does it have to be built specially for that distro or do linux binaries generally work on most of the distros?[/QUOTE]
As far as I know it's common practice to provide source, but I've seen binaries work on most distros. I think it depends on the kernel.
You could always use Mono.
Well I am not releasing it, need to compile it for my server.
[QUOTE=Blynx6;20309997]Obviously neither do you.
@databee, DirectX i'll assume?
Any tips you could offer? I'm looking to start with DirectX.[/QUOTE]
Yeah.
Really, all you need is msdn. If you mean start as in just starting writing games then I suggest you play around with sfml first before you move onto DirectX. I'm not good at giving advice but meh, it worked for me.
Planet Kars!
[img_thumb]http://facepalm.se/img/planet/Planet_Kars.png[/img_thumb]
Planet Kars have a thin atmosphere. It's a pretty dead planet, no water, no life and no cars. It's a little bit like a planet called Mars here in our solar system.
[img_thumb]http://facepalm.se/img/planet/Planet_Kars4.png[/img_thumb]
Certainly look like a place where it would be fun to have a car. I'm going to put my best scientists on a really important misson; Cars on Kars before 2090!
[QUOTE=dezek;20312168]Planet Kars!
[img_thumb]http://facepalm.se/img/planet/Planet_Kars.png[/img_thumb]
Planet Kars have a thin atmosphere. It's a pretty dead planet, no water, no life and no cars. It's a little bit like a planet called Mars here in our solar system.
[img_thumb]http://facepalm.se/img/planet/Planet_Kars4.png[/img_thumb]
Certainly look like a place where it would be fun to have a car. I'm going to put my best scientists on a really important misson; Cars on Kars before 2090![/QUOTE]
I think I just came.
[QUOTE=dezek;20312168]Planet Kars!
[img_thumb]http://facepalm.se/img/planet/Planet_Kars.png[/img_thumb]
Planet Kars have a thin atmosphere. It's a pretty dead planet, no water, no life and no cars. It's a little bit like a planet called Mars here in our solar system.
[img_thumb]http://facepalm.se/img/planet/Planet_Kars4.png[/img_thumb]
Certainly look like a place where it would be fun to have a car. I'm going to put my best scientists on a really important misson; Cars on Kars before 2090![/QUOTE]
Throw a Mako like vehicle from mass effect in there and you've got a fun game already :v:
Needs more craters :D.
[QUOTE=dezek;20312168]Planet Kars!
[img_thumb]http://facepalm.se/img/planet/Planet_Kars.png[/img_thumb]
Planet Kars have a thin atmosphere. It's a pretty dead planet, no water, no life and no cars. It's a little bit like a planet called Mars here in our solar system.
[img_thumb]http://facepalm.se/img/planet/Planet_Kars4.png[/img_thumb]
Certainly look like a place where it would be fun to have a car. I'm going to put my best scientists on a really important misson; Cars on Kars before 2090![/QUOTE]
Imo, EVE-Online but with fps and way more awesome shit.
If it wasn't for my deadline I would totally add some cool vehicles! I have so much experimenting to do when the project is finished and I'm done with all boring paperwork. :D
Going to add craters for moons later so I'm going to try it on some planets too.
[QUOTE=dezek;20312812]If it wasn't for my deadline I would totally add some cool vehicles! I have so much experimenting to do when the project is finished and I'm done with all boring paperwork. :D
Going to add craters for moons later so I'm going to try it on some planets too.[/QUOTE]
I look forward to it because it looks amazing, and I would love to dick around in something involving this :D
[QUOTE=dezek;20312168]Planet Kars!
[img_thumb]http://facepalm.se/img/planet/Planet_Kars.png[/img_thumb]
Planet Kars have a thin atmosphere. It's a pretty dead planet, no water, no life and no cars. It's a little bit like a planet called Mars here in our solar system.
[img_thumb]http://facepalm.se/img/planet/Planet_Kars4.png[/img_thumb]
Certainly look like a place where it would be fun to have a car. I'm going to put my best scientists on a really important misson; Cars on Kars before 2090![/QUOTE]
Awesome. Maybe add some ice caps, make it look a tad bit more like Mars?
I'm thinking about adding longitude as another factor to the texturing so the planet only have snow in the poles. But I'm thinking about alot of stuff...
[QUOTE=high;20311602]Well I am not releasing it, need to compile it for my server.[/QUOTE]
Compile it on your server.
Currently working on some networking code :D (based on garry's ideas)
Here's how simple it is to broadcast any updates on the server's side:
[cpp]
#elif defined(BUILD_SERVER)
{
RakNet::BitStream bs;
bs.Write((packetId_t)ID_NETWORKABLE_UPDATES);
// loop over the entities and see what needs to be updated
for (entityMap::iterator i = entities.begin(); i != entities.end(); ++i)
{
networkable &net = *i->second;
if (!net.valid())
{
// write the networkable's hash (id) first
bs.Write(i->first);
// then write the networkable data itself
net.write(bs);
}
}
peer->Send(&bs, IMMEDIATE_PRIORITY, UNRELIABLE_SEQUENCED, 0, UNASSIGNED_SYSTEM_ADDRESS, true);
}
#endif
[/cpp]
And here's what networkable::write() looks like:
[cpp]
void write(RakNet::BitStream &bs) const
{
netVarMap::const_iterator i;
for (i = _netVars.begin(); i != _netVars.end(); ++i)
{
if (i->second->valid())
continue; // don't write valid values
// serialize net var ID (the hash)
bs.Write(i->first);
// write the actual data
i->second->write(bs);
}
}
[/cpp]
netVarMap is an std::map<hash_t, netVarBase*>. netVarBase has pure virtual write() and read() functions which are implemented in the templated netVar class, which then simply uses RakNet's BitStream magic to serialize the data. Of course, this means netVars are limited to data types and will screw up for anything complex like std::string, but that is to be expected.
Essentially it's a nice big mix of templates and polymorphism :v:
[QUOTE=blankthemuffin;20314098]Compile it on your server.[/QUOTE]
Meh I guess so... Code::Blocks can generate a makefile right?
Garry, how did you implement object creation/destruction?
Is it essentially something like this?
- client sends "create entity" message to server
- server accepts
- server broadcasts "create entity" message to all the clients
- clients (including the client that made the request) create the entity
[editline]10:14PM[/editline]
Well I did that and it works great, though I'd still like to hear your thoughts.
[editline]10:14PM[/editline]
Yay for networking, when the client connects a little smiley face (the player) renders both on the server and the client :3:
[editline]10:21PM[/editline]
[img]http://img714.imageshack.us/img714/9901/firstnetworking.jpg[/img]
Only thing I'd note is that you're going to get an object creation delay equal to your ping. Which in some cases is going to be a massive pain, so I'd think about assuming success and immediately creating the entity, then treating the create entity as an update ensuring everything is kosher.
[b]Edit:[/b]
Who the fuck keeps rating me Informative and Useful, god damn explain yourselves.
[QUOTE=blankthemuffin;20315882]Only thing I'd note is that you're going to get an object creation delay equal to your ping. Which in some cases is going to be a massive pain, so I'd think about assuming success and immediately creating the entity, then treating the create entity as an update ensuring everything is kosher.[/QUOTE]
That's a really good point, actually!
[QUOTE=nullsquared;20314977]Garry, how did you implement object creation/destruction?
Is it essentially something like this?
- client sends "create entity" message to server
- server accepts
- server broadcasts "create entity" message to all the clients
- clients (including the client that made the request) create the entity
[editline]10:14PM[/editline]
Well I did that and it works great, though I'd still like to hear your thoughts.
[editline]10:14PM[/editline]
Yay for networking, when the client connects a little smiley face (the player) renders both on the server and the client :3:
[editline]10:21PM[/editline]
-imgsnip- :3:[/QUOTE]
Sweet! Wanna help a network-noob and post the source?
I hate MP3 files whose ID3 tag use UTF-16.
I downloaded a TWiT podcast, and it apparently uses UTF-16
Here is the Title field if you convert the hex bytes to characters.
Each '.' is actually a null character '0x00'
[code]F.L.O.S.S. .W.e.e.k.l.y. .1.0.9.:. .S.y.m.b.i.a.n.[/code]
I'm assuming the nulls are the extra 8 bytes that are serving no purpose whatsoever other than to screw up my tag reader. :argh:
Damn encodings.
Doesn't UTF-8 do that as well?
[QUOTE=DrTaxi;20318962]Doesn't UTF-8 do that as well?[/QUOTE]
I don't think so. The way I understand it is that UTF-8 is 8 bits per character, so it's just like ASCII. And UTF-16 is 16 bits, so it needs two bytes per character. Thus the null bytes because it's just using plain old ASCII characters anyway.
I may be totally wrong about UTF though.
Hm. Just looked at an UTF-8 encoded file (and Wikipedia), seems like you're right.
[img]http://dl.dropbox.com/u/2263071/screenshot_1.png[/img]
Was trying to draw a grid system in ogre..Interesting result...
I'm learning the SDL library. And this is what I have so far.
[img]http://i49.tinypic.com/28a0nqd.png[/img]
If you can guess the two sexy people in this image I'll give you the source.
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