Trying to simulate decent 2d vehicle physics, but these just do not feel right... I would like something more GTA IV ish. If any of you physics wizard out there have experience or suggestions, please let me know.
[video=youtube;7tuAcN7W40k]http://www.youtube.com/watch?v=7tuAcN7W40k&feature=youtu.be[/video]
I have to fix the skid sound, it's too sensible.
Also, what I would like to do is simulate wheel spin, but don't really have a clue as to how...
I hope to eventually link it with this, which I made a while back.
[video=youtube;f_XFk5L0USc]http://www.youtube.com/watch?v=f_XFk5L0USc&list=UU2Slt9axc-AcvdUEH8B5O0Q[/video]
Which I have continued to update, and now looks like this:
[t]http://i.gyazo.com/8181895980233a290099449f1148ffc0.png[/t]
It has better sounds, I adjusted the volume, and tweaked some stuff, feels really nice.
[img]http://i.imgur.com/aBUIKSJ.png[/img]
was suppose to say earth but sure OK we'll call this art
For your viewing pleasure
[media]http://www.youtube.com/watch?v=-VS9w-xeBvI[/media]
[code]#INCLUDE "fbgfx.bi"
USING FB
CONST WIDE = 800
CONST HIGH = 600
DIM PLACEX AS INTEGER
DIM PLACEY AS INTEGER
SCREENRES WIDE,HIGH,8
WHILE NOT MULTIKEY(SC_ESCAPE)
PLACEX = RND * WIDE
PLACEY = RND * HIGH
FOR I AS INTEGER = 1 TO 50
FOR Q AS DOUBLE = 0 TO 3.14159 * 4.2 step 0.001
LINE( COS( ( Q + ( INT( Q / .5 ) * .5 ) ) / 4 ) * (I * 10) + PLACEX , SIN( ( Q + ( INT( Q / .5 ) * .5 ) ) / 4 ) * (I * 10) + PLACEY )-( COS( ( Q + ( INT( Q / .5 ) * .5 ) ) / 4 ) * ((I * 10)+5) + PLACEX , SIN( ( Q + ( INT( Q / .5 ) * .5 ) ) / 4 ) * ((I * 10)+5) + PLACEY ), 39 + I
NEXT
sleep 100
NEXT
CLS
WEND
SLEEP[/code]
first stage:
[video=youtube;BxththkWSaM]http://www.youtube.com/watch?v=BxththkWSaM[/video]
[QUOTE=Nabile13;46664353]Better now ? :v:
[IMG]http://nabile.duckdns.org/media/Arabic.png[/IMG][/QUOTE]
No, I mean the individual characters are not positioned correctly. Right now the word on the left is basically just a few characters sitting next to each other rather than an actual word.
[QUOTE=ECrownofFire;46666141]No, I mean the individual characters are not positioned correctly. Right now the word on the left is basically just a few characters sitting next to each other rather than an actual word.[/QUOTE]
Why don't you edit the photo to show him what you mean?
[QUOTE=ECrownofFire;46666141]No, I mean the individual characters are not positioned correctly. Right now the word on the left is basically just a few characters sitting next to each other rather than an actual word.[/QUOTE]
So it's supposed to be like one-stroke handwriting?
Fixing some bugs..
[highlight](User was permabanned for this post ("Ban evasion alt" - SteveUK))[/highlight]
[QUOTE=esalaka;46631462]I guess it's technically not programming, but I can't see any other suitable place to complain about TeX.
It produces lovely output but goddamn is it awful to write.
[editline]4th December 2014[/editline]
I'm writing something for school and as it involves formulae and graphs and MikTeX is pretty much the only suitable software package I had installed, I'm using LaTeX.[/QUOTE]
Just don't every try to use WriteLatex.com. Your simple document takes up to 1 minute to compile :suicide:
[QUOTE=ECrownofFire;46666141]No, I mean the individual characters are not positioned correctly. Right now the word on the left is basically just a few characters sitting next to each other rather than an actual word.[/QUOTE]
Well, that's how the OS renders this font apparently.
[IMG]http://nabile.duckdns.org/media/I%27m%20running%20out%20of%20ideas%20for%20filenames.png[/IMG]
I've framed the rendered texture.
I got beam lights working in my 3D graphics engine for Uni
[t]http://will.kirk.by/u/misc/beam-lights.png[/t]
...so naturally the next step was to create a satanic ritual....
[t]http://will.kirk.by/u/misc/satanic-ritual.png[/t]
[QUOTE=WillKirkby;46668146]I got beam lights working in my 3D graphics engine for Uni
[t]http://will.kirk.by/u/misc/beam-lights.png[/t]
...so naturally the next step was to create a satanic ritual....
[t]http://will.kirk.by/u/misc/satanic-ritual.png[/t][/QUOTE]
Cool, how does that work? Is it calculating the lighting based on the closest point on a line instead of a single point?
[QUOTE=icantread49;46668227]Cool, how does that work? Is it calculating the lighting based on the closest point on a line instead of a single point?[/QUOTE]
Yep, exactly that.
Checking GitHub when
[img]http://i.imgur.com/2idB93D.png[/img]
holy shit
HOLY SHIT DUDE!
First ever modeling attempt. Going great :v:
[vid]http://webmup.com/oqqPb/vid.webm[/vid]
Wish I could get the fucking video recording to work right, but I can't.
I made one of the pendulum-like sin waves as a loading screen
[img]http://i.imgur.com/AP1d75W.png[/img]
[img]http://i.imgur.com/1fLO4la.png[/img]
[QUOTE=proboardslol;46669489]Wish I could get the fucking video recording to work right, but I can't.
I made one of the pendulum-like sin waves as a loading screen
[img]http://i.imgur.com/AP1d75W.png[/img]
[img]http://i.imgur.com/1fLO4la.png[/img][/QUOTE]
For such a simple concept, that looks really fucking cool.
[QUOTE=Berkin;46669532]For such a simple concept, that looks really fucking cool.[/QUOTE]
It's two waves connected, actually, a sin and a cosin.
The youtube video uploaded terrible 144p quality, but if you wanna see it move, here it is:
[media]http://www.youtube.com/watch?v=TkWE3tnRUdU[/media]
[editline]8th December 2014[/editline]
of course, the code:
[code]
#INCLUDE "fbgfx.bi"
USING FB
SCREENRES 800,600,8
TYPE BALL
X AS DOUBLE
Y AS DOUBLE
END TYPE
DIM TEXT AS STRING
DIM COLOROFFSET AS INTEGER = 1
DIM BALLS(100) AS BALL
TEXT = "CONNECTING TO FUNK"
FOR I AS INTEGER = 0 TO 99
BALLS(I).X = I*5
BALLS(I).Y = I*5
NEXT
WHILE NOT MULTIKEY(SC_ESCAPE)
SCREENLOCK
CLS
FOR I AS INTEGER = 1 TO 23
LOCATE 5,35 + I
COLOR ((COLOROFFSET + I MOD 20) + 40)
PRINT MID$(TEXT,I,1)
COLOROFFSET+=1
NEXT
FOR I AS INTEGER = 1 TO 99
LINE(BALLS(I).X+100,(COS(BALLS(I).Y/50)*50)+100) - (BALLS(I).X+100,(SIN(BALLS(I).Y/50)*50)+100),((I) MOD 20) + 40
LINE(BALLS(I).X+100,(COS(BALLS(I).Y/50)*50)+101) - (BALLS(I).X+100,(SIN(BALLS(I).Y/50)*50)+101),((I) MOD 20) + 40
LINE(BALLS(I).X+101,(COS(BALLS(I).Y/50)*50)+100) - (BALLS(I).X+101,(SIN(BALLS(I).Y/50)*50)+100),((I) MOD 20) + 40
LINE(BALLS(I).X+101,(COS(BALLS(I).Y/50)*50)+101) - (BALLS(I).X+101,(SIN(BALLS(I).Y/50)*50)+101),((I) MOD 20) + 40
BALLS(I).Y+=I*.1
NEXT
SCREENUNLOCK
SLEEP 20
WEND
[/code]
[QUOTE=Bumrang;46658924]you should tell blk this[/QUOTE]
what hi slack is okay
[QUOTE=proboardslol;46669554]It's two waves connected, actually, a sin and a cosin.
The youtube video uploaded terrible 144p quality, but if you wanna see it move, here it is:
[media]http://www.youtube.com/watch?v=TkWE3tnRUdU[/media]
[/QUOTE]
Like a standing wave that changes frequency. Doublepluscool.
[QUOTE=esalaka;46669654]Like a standing wave that changes frequency. Doublepluscool.[/QUOTE]
Imagine instead as 100 separate Sine and Cosine functions, and likewise 100 different waves, like here:
[img]http://upload.wikimedia.org/wikipedia/commons/6/6b/SquareWaveFourierArrows.gif[/img]
Each circle represents a distinct wave pattern, the top being a smooth sine/cosine, and the bottom being a square wave.
The difference between my waves and a normal wave is that my waves are mapped to one x coordinate, instead of a spectrum of x coordinates. The reason the wave appears to be changing is actually the discrepency in the frequency of each individual wave. If you look at the right side, the last bar changes at the same constant frequency (+9.9px) and the far left changes at the same constant frequency (+.1px). The discrepency is achieved by assigning an incrementally higher frequency per wave as the index gets higher. thus, the frequency for wave #99 is +9.9px, and the frequency for wave #50 is 5px.
Therefore, the frequency does not technically ever change. it is only your eye that perceives the difference in frequencies between the 99 different waves.
[QUOTE=proboardslol;46669779]Imagine instead as 100 separate Sine and Cosine functions, and likewise 100 different waves[/QUOTE]
Yeah, I know. I'm currently doing a signals course in uni so I've had to deal with goddamn amplitude spectra and friends way too much for a while. I've also gotten very well acquaintanced with that particular representation of a square wave that you posted :v:
Anyway, it does look like a standing wave that's changing - in "between" the actual waves. It's an interference pattern, I know.
[QUOTE=esalaka;46669807]Yeah, I know. I'm currently doing a signals course in uni so I've had to deal with goddamn amplitude spectra and friends way too much for a while. I've also gotten very well acquaintanced with that particular representation of a square wave that you posted :v:
Anyway, it does look like a standing wave that's changing - in "between" the actual waves. It's an interference pattern, I know.[/QUOTE]
I really love all this math. I'm only in precalculus as of right now but I'm really enjoying it.
Playing with OpenGL bindings in a new language.
[img]http://i.imgur.com/8UElwEJ.png[/img]
I feel like a kid again!
Is there a good resource for learning SFML.NET for C#? All I've seen so far is for C++.
[QUOTE=Dr. Evilcop;46670858]Is there a good resource for learning SFML.NET for C#? All I've seen so far is for C++.[/QUOTE]
It's kind of the same, really. Most things have similar names and you can look up specific things in the documentation.
I just looked in the dll, it's pretty simple.
Well alrighty then. I'll finish up getting a basic understanding of XNA then move to SFML. The content pipeline thing with Monogame really buggers my junipers.
Sorry, you need to Log In to post a reply to this thread.