• What are you working on? May 2012
    2,222 replies, posted
  • [t]http://s.hruhf.in/2012-05/Project_TPC-2012-05-02_20.59.26.png[/t] Yay Networking!
  • [QUOTE=Jelly;35793819][url=http://www.math.nus.edu.sg/aslaksen/teaching/convex.html?HN_2]The Orbit of the Moon is Convex.[/url][/QUOTE] Only because the radius of the Earth's orbit around the Sun is so huge compared to the radius of the Moon's orbit around Earth, that it comes out like that. If the Moon's period was shorter, or it was further from the Earth, this wouldn't be the case. Since in damnfan's simulation, it is much further from the Earth, the path of the moon is represented correctly.
  • [QUOTE=damnfan;35792233][vid]http://dl.dropbox.com/u/45471126/Planets3.webm[/vid] I think everything is right for the most part now. The orbits were in the wrong direction and the scales are wrong because the sun is really big. The moon orbits around the Earth about 13 times a year, which is what is shown.[/QUOTE] I keep seeing these planetary simulators with orbits and whatnot. What are the major forces that apply and how could I calculate them?
  • [QUOTE=Perl;35794885]I keep seeing these planetary simulators with orbits and whatnot. What are the major forces that apply and how could I calculate them?[/QUOTE] Gravity - generally calculated as: Gravitational_constant * mass1*mass2/(distance*distance) But this looks to be planets rotating on a fixed loop, rather than an actual gravitational simulator
  • [media]http://www.youtube.com/watch?v=xeZ7mZy1N1M[/media] Finally finished that assignment. Feels good to finally hand it in and get it off my mind!
  • [QUOTE=Perl;35794885]I keep seeing these planetary simulators with orbits and whatnot. What are the major forces that apply and how could I calculate them?[/QUOTE] Gravity. For a simple approach, for every pair of bodies, the force is applied towards one another. You can find the formula online. For each body you add those forces up (as vectors) and then add force/objectsMass to the body's velocity. I think. Physics...
  • Oops I'm late but: [img]http://dl.dropbox.com/u/3659637/fpwaywo/apr.png[/img] Rating winners of the last thread.
  • [php]CC="gcc -mno-cygwin -g" CXX="g++ -mno-cygwin -g" # So libgc configure gets -mno-cygwin export CC export CXX[/php] What the fuck mono? That's exactly the kind of thing you don't put in autotools configure scripts, what idiots.
  • I regret installing Linux on my other PC, I can't do anything useful anymore. I'm going to reinstall Windows on it now.
  • [QUOTE=Mr.T;35795771]I regret installing Linux on my other PC, [B]I can't do anything useful anymore[/B]. I'm going to reinstall Windows on it now.[/QUOTE] This isn't true and why didn't you do the intelligent thing and dual-boot?
  • [QUOTE=BlkDucky;35795818]This isn't true and why didn't you do the intelligent thing and dual-boot?[/QUOTE] Because changing his mind on everything is what he does best.
  • [QUOTE=Mr.T;35795771]I regret installing Linux on my other PC, I can't do anything useful anymore. I'm going to reinstall Windows on it now.[/QUOTE] That's a little off topic for WAYWO, and ironic considering Linux makes a great programming environment.
  • [QUOTE=Jookia;35795855]That's a little off topic for WAYWO, and ironic considering Linux makes a great programming environment.[/QUOTE] Yeah I know right? But some school-work and stuff especially power point presentations could not be opened with LibreOffice.
  • [QUOTE=Mr.T;35795885]Yeah I know right? But some school-work and stuff especially power point presentations could not be opened with LibreOffice.[/QUOTE] So the only thing Linux was useful was opening power point presentations? What.
  • [QUOTE=Mr.T;35795771]I regret installing Linux on my other PC, I can't do anything useful anymore. I'm going to reinstall Windows on it now.[/QUOTE] Don't give up that quick
  • I got a better map generating working on my 3D thing, generating a 200x200 map contains 60082 map pieces and 719088 vertices, im not sure if that's quite large yet, since my FPS is a smooth 60. I also haven't yet fixed the depth buffer error, as you can see here. [thumb]http://i.imgur.com/zPLRf.png[/thumb] Someone could help me fix the depth buffer in [URL]http://www.facepunch.com/threads/1167392?p=35794249&viewfull=1#post35794249[/URL] And in case someone cares, the maximum map size is 341x341 pieces. Thats 2,085,366 vertices. Damn thats alot.
  • [QUOTE=Mr.T;35795885]Yeah I know right? But some school-work and stuff especially power point presentations could not be opened with LibreOffice.[/QUOTE] Well then use OpenOffice, geez.
  • [QUOTE=Oicani Gonzales;35796231]Hey guys, I thought this was the best place to ask: I'm trying to make a Twitter client for Chrome, and Chrome extensions are just HTML pages. I found that open source client, and it looks very promising, so I decided to try to work based on it. Thing is, I know absolutely nothing about anything related to coding, in any language. Could someone help me with the forking process listed here? [url]http://www.nonblocking.io/2010/08/future-is-here-i-just-forked-running.html[/url] I know this sounds stupid (but it probably is) but I want to learn how to do these HTML/CSS things[/QUOTE] What are you intending to do in this? (I hope for own soul that it is not ideas guy)
  • [QUOTE=Staneh;35787490][img]http://puu.sh/ssqt[/img] Ahhh, finally I got animations working![/QUOTE] Is this a space game? I love space games. What's the plot?
  • [QUOTE=benjojo;35796259]What are you intending to do in this? (I hope for own soul that it is not ideas guy)[/QUOTE] I'm trying to fork the github project so I can use their OAuth code [editline]2nd May 2012[/editline] [URL="http://www.nonblocking.io/2010/08/future-is-here-i-just-forked-running.html"]This[/URL] link describes how to do it but I lack the cognitive abilities to do it
  • I'm scrotum deep in this shit... [IMG]http://dl.dropbox.com/u/27714141/hnnnng.png[/IMG] ..and I'm adding text shadows/outlines in aero glass mode to mintty as a side-project.
  • Did some more code cleanup, i felt silly to have the map generating in the map rendering class. Writing this reminded me that every tilemap engine i have made, generates the map in the same class that draws it. It just feels so stupid, like having a group of architects planning a building in the building they're planning the building on :v: I also just realized moving the player is also done in the camera class. Well that can wait until tomorrow, need sleep.
  • [QUOTE=miceiken;35796276]Is this a space game? I love space games. What's the plot?[/QUOTE] Its not a game,the stars are just a skybox im using. [editline]2nd May 2012[/editline] I really need to begin on dividing my maps in chunks, but i have no idea how
  • [QUOTE=SEKCobra;35796163]Well then use OpenOffice, geez.[/QUOTE] LibreOffice is OpenOffice, but "more open".
  • [QUOTE=TerabyteS_;35796661][video=youtube;nbKKvw7CYZo]http://www.youtube.com/watch?v=nbKKvw7CYZo[/video][/QUOTE] What language are you using for it? *watches it till the end of the video and see's C++*... [editline]2nd May 2012[/editline] [QUOTE=Simspelaaja;35797068]LibreOffice is OpenOffice, but "more open".[/QUOTE] And better math formula support
  • [QUOTE=damnfan;35792233][vid]http://dl.dropbox.com/u/45471126/Planets3.webm[/vid] I think everything is right for the most part now. The orbits were in the wrong direction and the scales are wrong because the sun is really big. The moon orbits around the Earth about 13 times a year, which is what is shown.[/QUOTE] How are you handling the math for this? I ask because if you're doing this as an N-body it's incredibly stable and I'd love to know how you did it. A few years ago I did something similar: [vid]http://dl.dropbox.com/u/2101932/Orbital%202012-05-02%2014-40-38-65-smaller.webmvp8.webm[/vid] For whatever reason (probably boredom) I went all-out on the math behind it and made it as realistic as I possibly could, but in doing so it became incredibly difficult to create stable systems. I guess that's how it should be. Are you only counting local gravity from whatever something is directly orbiting?
  • [QUOTE=Tyco RC;35797139]How are you handling the math for this? I ask because if you're doing this as an N-body it's incredibly stable and I'd love to know how you did it. A few years ago I did something similar: [vid]http://dl.dropbox.com/u/2101932/Orbital%202012-05-02%2014-40-38-65-smaller.webmvp8.webm[/vid] For whatever reason (probably boredom) I went all-out on the math behind it and made it as realistic as I possibly could, but in doing so it became incredibly difficult to create stable systems. I guess that's how it should be. Are you only counting local gravity from whatever something is directly orbiting?[/QUOTE] It looks like the bodies are just too massive in your simulation.