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Re: phyzills update
Posted: Fri Dec 05, 2008 6:01 pm
by M_D_K
avansc wrote:whe when do we get to see your code???
you seem shy to ask
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.
Re: phyzills update
Posted: Fri Dec 05, 2008 6:55 pm
by avansc
M_D_K wrote:avansc wrote:whe when do we get to see your code???
you seem shy to ask
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.
Re: phyzills update
Posted: Sat Dec 06, 2008 2:03 pm
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;
};
Re: phyzills update
Posted: Sat Dec 06, 2008 2:16 pm
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.
Re: phyzills update
Posted: Sat Dec 06, 2008 2:19 pm
by M_D_K
nm works code in a sec
Re: phyzills update
Posted: Sat Dec 06, 2008 2:21 pm
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
Re: phyzills update
Posted: Sat Dec 06, 2008 2:45 pm
by avansc
you posting it?
Re: phyzills update
Posted: Sat Dec 06, 2008 2:46 pm
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
Re: phyzills update
Posted: Sat Dec 06, 2008 2:54 pm
by avansc
not bad.
dont use any linked list. or atleast not in the traditional sence.
i saw your particles are [maxParticles]
Re: phyzills update
Posted: Sat Dec 06, 2008 3:13 pm
by M_D_K
yep just an array
I'm now working on fixing up...well everything
Re: phyzills update
Posted: Sat Dec 06, 2008 4:25 pm
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.
Re: phyzills update
Posted: Sat Dec 06, 2008 4:44 pm
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
)
and could you try a windows build. It should compile without a problem
Re: phyzills update
Posted: Sat Dec 06, 2008 5:03 pm
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
)
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
Re: phyzills update
Posted: Sat Dec 06, 2008 5:24 pm
by M_D_K
I saw doing it over AIM. Thats cool that you don't only educate though the forum but IM too