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Some recent topics started on our forums |
Knights
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Knights is a free 2D multiplayer game in which players must explore randomly generated dungeons and complete various quests.
Each game revolves around a quest - for example, you might have to find some items and carry them back to your starting po... |
Posted February 7, 2010 6:47:25 PM
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Some recent replies made on our forums |
in-game GUI?
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I am using Guichan which works quite well. There is also CEGui which you may find interesting.
Qt is not designed specifically for games, and is a bit heavy for what you want, in my opinion. |
Posted July 5, 2010 3:33:28 PM
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Knights
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Thanks to everyone who replied. It's good to know there are people around here who remember the original game...
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Really well done graphics for that time and cool that you kept them without changes.
I agree that the graphics are very n... |
Posted February 9, 2010 2:55:11 PM
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Spline math
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Quote:Original post by chronozphere
What do k1, k2, k3 and k4 mean? They aren't present in the formula's.
I didn't read the article but that looks like RK4 to me. |
Posted January 27, 2010 2:46:08 PM
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Gravitational simulation
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Quote:Original post by taby
Yep, a good source of info on the various methods is Galactic Dynamics.
Thanks for this. I actually have a copy of that from my undergraduate days although I never actually read very much of it at the time :) Wi... |
Posted January 25, 2010 3:14:01 PM
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Gravitational simulation
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Quote:Original post by taby
On the other hand, if you're not looking for total realism, you could also try playing around with some different potential (V) functions.
Just picking up on this one point (and putting relativity to o... |
Posted January 24, 2010 5:13:24 AM
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Gravitational simulation
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What you are seeing is instability -- the system gains energy over time. To solve this you can use a smaller timestep, although you might need very small timesteps if r is close to 0.
Another (perhaps better) way is to use a different integration... |
Posted January 23, 2010 6:29:42 AM
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friction of the tires
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Tire friction depends on the slip angle (the angle between the direction the tire is pointing, and the car's velocity vector), and the slip ratio (which is basically (wheel spin speed) / (car speed) - 1).
There is something called the "Pacej... |
Posted January 17, 2010 6:44:08 AM
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Physics Simulate/Update
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You are correct that you shouldn't be multiplying by time twice. However I think you have another mistake in Simulate:
float speedIncrease = (Math::Vec3Magnitude(&vAcceleration) * Math::Vec3DotProduct(&pCurr->m_vDirection, &vAcceleration));
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Posted January 17, 2010 6:38:40 AM
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Degree of freedom (DOF) for 3D transforms?
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A rotation about a particular axis (say the x-axis) will be specified in terms of sin and cos of some angle theta, so yes, there is one DOF in that case. But a general rotation will be a combination of three rotations (one about each axis) so th... |
Posted October 25, 2009 5:03:26 PM
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Degree of freedom (DOF) for 3D transforms?
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There are only three DOFs from rotation, not four. The simplest way to see this is that a rotation can be completely specified by a 3-dimensional vector, where the direction of the vector gives the rotation axis, and the length gives the angle o... |
Posted October 25, 2009 1:56:04 PM
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