This thread needs more flying Santas pulverizing beheaded freaks with a railgun in bullet time...
For those with slow connections here is a preview :
(Luckily, they decided to not have every process running all at the same time). They already have a single death caused by the oxygen system (but the USAF still blames the pilot, which is just awful). Tons of pilots are scared shitless by the plane, but keep getting pressured into using it (I'm sure it's with the phrase "that's a goddamn order" )
The F-22 is actually an engineering failure miracle. It can't fly in the rain, because the stealth parts of the plane become useless. It can't fly above 7.6 kilometers (that's 25K ft for us 'murkans) as the oxygen system will shit itself, and basically cause the pilot to experience oxygen deprivation, and a whole host of other shit.
Additionally, they have a chemical warfare filter for the air intake system which apparently showers the pilot in a shit ton of carbon dust (particles hurt your face when you're pulling a ton of Gs by the way), but this also causes the pilot to sometimes have their Pulmonary alveolus collapse. Which is bad. Like, real bad. Even "better", is that there are tons of other things that might all put this together. Official word from Lockheed on some of these issues is to "upgrade" to the F-35. Now, you wouldn't mind, but Boeing went for the F-35 designation against lockheed, and lost, because they went with something that looked like the jet fighter equivalent of a chode, whereas lockheed went with an improved F-22 design. Luckily, lockheed had to show off to the US Navy (to replace the Hornet), US Marines (To replace the Harrier), and US Air Force (To kinda sorta make up for the F-22), as well as a shit ton of other countries, who were also involved in it being created.
The department of defense has also said that the F-22s need to stay near landing locations (because shit might go awry, yo), so it has yet to see combat, compared to the currently still in use by the US and pretty much everyone else around the world F/A 18 Hornet (built by boeing). Some countries still use the F-15 (which is such a good plane, it can land with a goddamn wing missing) which was also made by Boeing (technically, the F/A-18, and F-15 were made by McDonnell Douglas, but that turned into Boeing later on).
But enough about fighter jets.
I just finished a project I did for the canteen at our school. A "Meal of The Day"-app. It basically retrieves data from a XML-document (with data about the following week's meals) and then puts them into labels. It is effectively my first iPhone app, so even though it's simple it took me a few days to complete, but it was easier than I had expected. I was thinking of designing it another way, but I will think about that one for a while, the important thing is that it's on the App Store at before school start!
Here's a photo:
I figured out depth checking, and abstracted out a nice drawing class.
Working on some kind of planets thing with orbiting and what not. It's actually an old project from a while back but I decided to work on it again.
I went to go get a drink and came back and saw this. Its so beautiful.
Anyways I've been trying to get a figure eight going with two large planets.
Sadly those fat planets keep engulfing all of the planets I throw its way.
I've also been trying to get planets to orbit together like how the earth orbits the sun, and the moon orbits the earth, but the sun in the simulation keeps yanking away the earths moon and eating it.
Also I'm looking for a programmer friend that knows Java so I can make games with him/her. lol
You're probably using the Euler (pronounced 'oiler') method for time-stepping. The spirograph you get is because the Euler method is inaccurate. (There is no perfect way to do it, but keep in mind that real orbits are ellipses. The ellipse doesn't change position/shape/size unless an outside force acts on the object.)
One way to make Euler integration accurate is to lower the time step. It will take much longer to complete an orbit, but it will be closer to real life.
When simulations like this are done in 'serious' settings, they'll generally use a different type of integration. For n-body simulations, Runge-Kutta is popular. For 2-body simulations, patched conics work well.
These are both hard to do, and basically overkill. You might have better luck with the midpoint method. It's easy to program, and significantly more accurate.
What I do now is that one planet gets the angle to another and just applies force in that direction based on some really simple math:
force = (20/distance)*((mass/other.getMass())*5);
I feel stupid now.
http://gafferongames.com/game-physics/physics-in-3d/ but it really doesn't affect you game that much. If you are looking at real life, the sun has a radius of about 700,000km and the distance from the sun to earth is 150,000,000km with a radius of about 6,300km. If you use scaled number with that in mind the orbits won’t be affected to much. Although if you want number nearly to perfect use the RK4 method.
BTW I'm also making the same type of thing with Euler method in java =D.
Does anyone here use any kind of software to create ER diagrams for structure?(Be that code, classes, levels, story...)
If so what do you use? (The only one I know(That is multiplatform) is DIA)
That's not how orbits work, they typically follow a single elliptical path (unless there's more than 1 gravity source affecting the object)
See http://en.wikipedia.org/wiki/Orbit for general info and http://en.wikipedia.org/wiki/Gravity for a formula to calculate the force that applies to something in Orbit (AKA the force you need to apply to your object)
i came up with the greatest idea for a game
i will sell it to hasbro and make millions
Was working on another compression algorithm, but the quality is not great and it is still 50% of the original size ( Top-Middle ).
Maybe I should just perfect my other compression algo.
Writing my own package manager so I can make my own linux distro.
Not much now, but it recognizes command line options!
Got it installing packages to /usr/pkg/name-version, now I just need to read in symlinks from a file and create them.
The erratic pulsing is intentional, it's abs(sin(tan(time))). The dodecahedron is rendered using back-face culling but I guess I'll need a depth buffer for anything more complicated.
I'm looking forward to the next chapter, the small parts of code with explanations really help me to combine the ideas from the tutorial in different ways.
I don't even know how i got this, but I think it's pretty cool.
oh god why does video looks so laggy.
C# and Unity if I remember correctly
Today I've completely added customizable controls and gamepad support to my game
I love when I add major features in a really short time frame, it feels good
Also controls in my game can be configured to and key, gamepad button or gamepad axis, so I can already control it with my Xbox controller and no extra programs
I remade my camera system form scratch to support Java2D instead of the piece of crap J3D. Also made an array group thing to hold all the object, or anything that I want it to.
If I want to draw a plane with a cube on it, do you think it's acceptable to just link to a file with with the vertex array and element arrays in it and explain that it draws the cube? So, basically treating it as a hardcoded model instead of a specifying how the cube is made.