[QUOTE=Icedshot;28172790]I thought area (in the formula) meant area of object currently moving through air, in the direction its moving?
That would account for the shape of the object, and the drag coefficient would be the material that the object is made from. Unless im horribly wrong, i do that a lot. Plus ive been starting some opengl today, so my brain = :psyboom:
Edit:
As i said, ive gone back and had another look at 3d programming (the last time was several years, and on the psp as well :v: )
im finding it a lot more simple that i remember actually
[img_thumb]http://i56.tinypic.com/209mvd4.png[/img_thumb][/QUOTE]
The drag coefficient mainly expresses how nasty turbulence the shape causes. When the shape is extremely streamlined, skin friction also plays a significant part. The drag coefficient is affected by rotation: a cube angled so that one of its vertices is splitting the wind is clearly less turbulent than a cube travelling one face against the wind.
The drag coefficient is an approximation and not really affected by the material as long as the material is such that the object keeps its shape.
Fuck, Virgin capped my internet... Again...
Anyway, setting to work on a sort of Botnet for my school...
Basically, I want to be able to generate HUGE encryption keys, so I'll Get 2 separate computers to generate 2 keys (Public and Private) and just send them back to me... Shouldn't be too hard :downs:
[QUOTE=Loli;28173353]Fuck, Virgin capped my internet... Again...[/QUOTE]
Ouch, i got mine capped last summer.
No college and being introduced to Lost wasnt good for my bandwidth
[QUOTE=ThePuska;28173014]The drag coefficient mainly expresses how nasty turbulence the shape causes. When the shape is extremely streamlined, skin friction also plays a significant part. The drag coefficient is affected by rotation: a cube angled so that one of its vertices is splitting the wind is clearly less turbulent than a cube travelling one face against the wind.
The drag coefficient is an approximation and not really affected by the material as long as the material is such that the object keeps its shape.[/QUOTE]
Fair enough, i was wrong then.
[editline]20th February 2011[/editline]
[QUOTE=esalaka;28172882]VBOs aren't.[/QUOTE]
Im aware VBOs arnt, but using glstart and glend seem much easier currently, then im going to see if i can begin to try and understand VBOs
[QUOTE=ThePuska;28173014]The drag coefficient mainly expresses how nasty turbulence the shape causes. When the shape is extremely streamlined, skin friction also plays a significant part. The drag coefficient is affected by rotation: a cube angled so that one of its vertices is splitting the wind is clearly less turbulent than a cube travelling one face against the wind.
The drag coefficient is an approximation and not really affected by the material as long as the material is such that the object keeps its shape.[/QUOTE]
I know it's off topic but your avatar really creeps me out.
VBOs are stupidly simple. Matrices are the only complicated thing.
[QUOTE=Jawalt;28173482]VBOs are stupidly simple. Matrices are the only complicated thing.[/QUOTE]
VBOs are probably stupidly simple if you understand everything else
Currently i dont :v:
[QUOTE=TheBoff;28172523]Being really anal, but I'm pretty sure you mean shape...[/QUOTE]
What happened to that HTML event system logger you were making? Did you ever finish it?
Here's my final formula I have for drag:
drag =.5(drag coefficent) * AIR_DENSITY * (phys.GetVel().y(velocity) * (32 * 32)(half width/height) / 2(scale factor?) ) / 2;
phys.ApplyAccel(physVec2(0, phys.GetWeight() - drag)); (weight is mass(1) * 10(gravity))
For some odd reason this just makes the velocity infinitely increase until it becomes nan.
Is there something I'm doing wrong?
[QUOTE=Jawalt;28173482]VBOs are stupidly simple. Matrices are the only complicated thing.[/QUOTE]
Matrices aren't complicated anymore if you take some time to sit down and learn about them. If you spend some time to study how matrix multiplication works, it will all make sense.
[QUOTE=BlkDucky;28165764]
[code]
Fill the level with walls
Pick a random wall to place the "digger" somewhere in the middle.
while(dugtiles < targetdugtiles)
if that cell is a wall, continue
if it's a floor tile, rechoose digger position.
Pick a random direction
Move the "digger" in that direction
if the digger went off the map, rechoose digger position
if not, dig out that wall, dugtiles++
end while
[/code]
[/QUOTE]
Thanks. Some sort of pseudocode for random dungeon generation was exactly what I was looking for. I toyed with it a bit in Java and can generate something now. There's could be a couple tweaks done to it, but it for the most part works.
[code]
################
##.............#
#..##...#......#
#......##..#...#
#......#.......#
#...###........#
#....##.#.#....#
#....##.#......#
#...#...##.....#
#...#.........##
#....#.........#
##.#......#....#
##.....##.#....#
#..............#
#..##..........#
################
[/code]
The game you're making BlkDucky is exactly the kind of game I want to make for my senior exhibition. Procedural generation is awesome, and I definitely want to get into it.
[QUOTE=neos300;28173884]Here's my final formula I have for drag:
drag =.5(drag coefficent) * AIR_DENSITY * (phys.GetVel().y(velocity) * (32 * 32)(half width/height) / 2(scale factor?) ) / 2;
phys.ApplyAccel(physVec2(0, phys.GetWeight() - drag)); (weight is mass(1) * 10(gravity))
For some odd reason this just makes the velocity infinitely increase until it becomes nan.
Is there something I'm doing wrong?[/QUOTE]
Does the acceleration decrease as velocity increases?
Are you sure your air density is correct?
Break up the calculations so you can step through them in a debugger.
[QUOTE=Overv;28174150]Matrices aren't complicated anymore if you take some time to sit down and learn about them. If you spend some time to study how matrix multiplication works, it will all make sense.[/QUOTE]
Except for the W coordinate. It's hell to understand.
I still don't know if it's some math magic that allows you to translate stuff or do you simply add the W row of the matrix to the final coordinates manually.
[QUOTE=RyanDv3;28174306]Does the acceleration decrease as velocity increases?
Are you sure your air density is correct?
Break up the calculations so you can step through them in a debugger.[/QUOTE]
Acceleration is set to zero every tick.
I got the air density from wikipedia so I'm pretty sure.
[editline]20th February 2011[/editline]
Alright, so far I've got:
drag = .1 * (AIR_DENSITY * .0001) * (pow(phys.GetVel().y, 2) * 64*64) / 2;
if(ceil(drag) != phys.GetWeight())
{
phys.ApplyAccel(physVec2(0, phys.GetWeight() - drag));
cout << drag << " " << phys.GetWeight() << " " << phys.GetWeight() - drag << endl;
}
Which gives me a not so nice terminal velocity of ~18
[editline]20th February 2011[/editline]
Alright, I got the terminal velocity to 8.7 by replacing .0001 with .0005, so that's a temporary solution.
I'm going to take a look at the box 2d source code and see what they do for it.
[QUOTE=BlkDucky;28167405]When you re-randomise the digger position, make sure that it lands on a wall tile and has at least 1 floor tile next to it. That way every tile will be accessible.[/QUOTE]
[img]http://i.imgur.com/yVdXS.png[/img]
Getting there... I still have a few dirty parts of the code that need cleaning up, but I'll keep at it.
[QUOTE=spear;28175097][img_thumb]http://i.imgur.com/yVdXS.png[/img_thumb]
Getting there... I still have a few dirty parts of the code that need cleaning up, but I'll keep at it.[/QUOTE]
What are you writing this in, by the way?
[QUOTE=Darwin226;28174438]Except for the W coordinate. It's hell to understand.
I still don't know if it's some math magic that allows you to translate stuff or do you simply add the W row of the matrix to the final coordinates manually.[/QUOTE]
If you know how matrix multiplication works, it'll make sense how translation and scaling work.
[QUOTE=BlkDucky;28175268]What are you writing this in, by the way?[/QUOTE]
C++.
Added support for post processing in my 3D project.
Now I just need to make some cool PP shaders.
No post processing effects.
[img]http://img541.imageshack.us/img541/2793/11463502.jpg[/img]
Motion blur.
[img]http://img41.imageshack.us/img41/2882/51548490.jpg[/img]
Bloom.
[img]http://img836.imageshack.us/img836/648/99682549.jpg[/img]
Working on a tile-graphics engine for XNA so I can join the rouge-like fad.
[IMG]http://i51.tinypic.com/nf0hm8.png[/IMG]
I have the sets of sprites split up into layers, each of which has a collection of sprites-to-be-drawn within it.
As you can see, Mr. Wizard is on the top layer, 1, while the floors and walls are on layer 0.
I came here to complain about how Mr. Wizard wasn't draw correctly, but while typing, realised that my sprite sorting type was wrong.
This happens for almost all of my problems :downs:
[QUOTE=ZenX2;28175553]Working on a tile-graphics engine for XNA so I can join the rouge-like fad.
[img_thumb]http://i51.tinypic.com/nf0hm8.png[/img_thumb]
I have the sets of sprites split up into layers, each of which has a collection of sprites-to-be-drawn within it.
As you can see, Mr. Wizard is on the top layer, 1, while the floors and walls are on layer 0.
I came here to complain about how Mr. Wizard wasn't draw correctly, but while typing, realised that my sprite sorting type was wrong.
This happens for almost all of my problems :downs:[/QUOTE]
Did you make those graphics?
[quote=zenx2;28175553]working on a tile-graphics engine for xna so i can join the rouge-like fad.
[img_thumb]http://i51.tinypic.com/nf0hm8.png[/img_thumb]
i have the sets of sprites split up into layers, each of which has a collection of sprites-to-be-drawn within it.
As you can see, mr. Wizard is on the top layer, 1, while the floors and walls are on layer 0.
I came here to complain about how mr. Wizard wasn't draw correctly, but while typing, realised that my sprite sorting type was wrong.
This happens for almost all of my problems :downs:[/quote]
JAGMARLG.
/c
Spent the last 2 hours making this:
sorry its not programming, doubt anyone will hate tho
[img_thumb]http://img824.imageshack.us/img824/9596/20022011c.jpg[/img_thumb]
[QUOTE=BlkDucky;28175659]Did you make those graphics?[/QUOTE]
No, I stole them from desktop dungeons. (I'll either get some other ones or make my own eventually)
[editline]20th February 2011[/editline]
[QUOTE=Chris220;28175797]JAGMARLG.
/c[/QUOTE]
It stands for something, Just Another Generic Medival Age Rouge Like Game.
[QUOTE=ZenX2;28175988]No, I stole them from desktop dungeons. (I'll either get some other ones or make my own eventually)
[editline]20th February 2011[/editline]
It stands for something, Just Another Generic Medival Age Rouge Like Game.[/QUOTE]
*rogue. :eng101:
Yar, what else would you expect from 1:00 am programming?
I thought the W component approached infinity at 0.
[QUOTE=Sakarias88;28175524]Added support for post processing in my 3D project.
Now I just need to make some cool PP shaders.
No post processing effects.
Motion blur.
Bloom.
[/QUOTE]
How many points are you going for? That's project 2, right?
[QUOTE=Darwin226;28174438]Except for the W coordinate. It's hell to understand.
I still don't know if it's some math magic that allows you to translate stuff or do you simply add the W row of the matrix to the final coordinates manually.[/QUOTE]
Maybe this will make translating and scaling a bit more clear:
[img]http://gyazo.com/22700c9fb1ac2432102116bdd679a6b4.png[/img]
Great, I just got the BSOD, while using C#.
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