phyzills update

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M_D_K
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Re: phyzills update

Post by M_D_K »

avansc wrote:whe when do we get to see your code???
you seem shy to ask :lol:

Soon enough I'm doing mad clean up at the expense of writing the level/editor stuff so the first release won't have it.
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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avansc
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Re: phyzills update

Post by avansc »

M_D_K wrote:
avansc wrote:whe when do we get to see your code???
you seem shy to ask :lol:

Soon enough I'm doing mad clean up at the expense of writing the level/editor stuff so the first release won't have it.
i have level saving/loading done. just finishing up the level editor. and main menu

then i'll post the final release.
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Dad, "Yea well I have a fan belt in street fighting"
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M_D_K
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Re: phyzills update

Post by M_D_K »

remember that AngleToVector thing when its used in my engine it works weird but when i tried it in speed crunch(scientific calculator) the results are correct :/

Soon as thats fixed I'm releasing it. so alittle help please.

Code: Select all

Vector AngleToVector(int angle, int radius, int num)
{
	Vector ret;
	float x, y, x1, y1;
	x = (float)(sin((double)angle) * (double)radius);
	y = (float)(cos((double)angle) * (double)radius);

	if(x < 0)
		x1 = -x;
	else if(x >= 0)
		x1 = x;

	if(y < 0)
		y1 = -y;
	else if(y >= 0)
		y1 = y;

	double div = (double)(num / (x1 + y1));
	ret.x = (float)(div * (double)x);
	ret.y = (float)(div * (double)y);
	ret.z = 0;
	return ret;
};
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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avansc
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Re: phyzills update

Post by avansc »

tell me exactly what you want to have as inputs, and what you want the function to return and i'll make the function.

i cant read a function that does not work and somehow try and figuer what you want it to do that its not.
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Re: phyzills update

Post by M_D_K »

nm works code in a sec
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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avansc
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Re: phyzills update

Post by avansc »

M_D_K wrote:nm works code in a sec
sin and cosine take radians as parameters, are you gicing it degrees?

the conversion from degrees to radians is
radians = degrees/180*PI
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Re: phyzills update

Post by avansc »

you posting it?
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Re: phyzills update

Post by M_D_K »

Here it is :)

And yes I know it is buggy in places for instance managers don't talk to each other so watch out for moving multiple types. And it is hacked together mostly so don't bitch at me about it :)

This is STRICTLY proof of concept type stuff

Oh and read the README kthxbai :)
Attachments
s4.zip
(75.75 KiB) Downloaded 142 times
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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avansc
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Re: phyzills update

Post by avansc »

not bad.

dont use any linked list. or atleast not in the traditional sence.

i saw your particles are [maxParticles]
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Re: phyzills update

Post by M_D_K »

yep just an array
I'm now working on fixing up...well everything :)
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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avansc
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Re: phyzills update

Post by avansc »

M_D_K wrote:yep just an array
I'm now working on fixing up...well everything :)

yeah its a nice program. needs to optimized though.

id stay aways form arrays as they are not dynamic in the sense of linked lists.
also, you seem to use alot of other libraries. which is fine. but i try and use as little as possible.

but its nice i like it.
havent tried to compile it thogh.
Some person, "I have a black belt in karate"
Dad, "Yea well I have a fan belt in street fighting"
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Re: phyzills update

Post by M_D_K »

Here is a new one.

managers don't fight over input anymore :)

also there is a reason for using those libs like GLEW (checks opengl extensions for me - lazy :lol: )

and could you try a windows build. It should compile without a problem :)
Attachments
s4.zip
version 0.2 ya right :)
(76.64 KiB) Downloaded 161 times
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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avansc
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Re: phyzills update

Post by avansc »

M_D_K wrote:Here is a new one.

managers don't fight over input anymore :)

also there is a reason for using those libs like GLEW (checks opengl extensions for me - lazy :lol: )

and could you try a windows build. It should compile without a problem :)
i'll try later. im working on a project with PixelP for tonight
Some person, "I have a black belt in karate"
Dad, "Yea well I have a fan belt in street fighting"
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M_D_K
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Re: phyzills update

Post by M_D_K »

I saw doing it over AIM. Thats cool that you don't only educate though the forum but IM too 8-)
Gyro Sheen wrote:you pour their inventory onto my life
IRC wrote: <sparda> The routine had a stack overflow, sorry.
<sparda> Apparently the stack was full of shit.
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