Search found 20 matches
- Wed Jun 12, 2013 1:09 pm
- Forum: Games and Creations
- Topic: Gravitate! Demo
- Replies: 12
- Views: 5847
Re: Gravitate! Demo
Made some changes in the demo. It now somehow simulates objets impacts that makes them to merge in one bigger and heavier body. Try out :) Merging bodies now share their masses and volumes. Ther speeds are also now calculated with impulse conservation law. But main body will now eventually eat up al...
- Sun Jun 09, 2013 8:10 am
- Forum: Games and Creations
- Topic: Gravitate! Demo
- Replies: 12
- Views: 5847
Re: Gravitate! Demo
There is some nice tips you gave me. Thank you. So I edited the first post and reuploaded modified .love file which now includes license.txt.
From now on I'll be more careful on submitting demos without license
From now on I'll be more careful on submitting demos without license
- Sat Jun 08, 2013 8:31 am
- Forum: Games and Creations
- Topic: Gravitate! Demo
- Replies: 12
- Views: 5847
Re: Gravitate! Demo
I didn't think of it before. Thanks for the heads-up. As I said, I am completely new to gamedev, so this side if new to me as well :) When I posted it I never thought anyone would be interested in "what it is licensed under"! It's a demo, you know :) And I can say it is completely open-sou...
- Fri Jun 07, 2013 9:08 pm
- Forum: Games and Creations
- Topic: Gravitate! Demo
- Replies: 12
- Views: 5847
Re: Gravitate! Demo
what is this licensed under? looks impressively nice. I don't quite understand what do you mean :) But if you need the code - feel free to use it in any way you want! Edit: If you ask what I used to do this: just Newton's laws, trigonometry and my own head :D Very nice indeed! Good work on this. Wa...
- Fri Jun 07, 2013 5:19 pm
- Forum: Games and Creations
- Topic: Gravitate! Demo
- Replies: 12
- Views: 5847
Gravitate! Demo
A simple demo, that represents the solving of classical N-body equation. NO love.physics used, pure math :) Any feedback is appreciated. Enjoy. Edit: Terribly sorry. I packed the *.love file incorrect. Edit2: As I see all the hassle about licensing thing of this demo I decidet to clearly put it unde...
- Thu Jun 06, 2013 5:24 am
- Forum: Support and Development
- Topic: About setting custom "dt"
- Replies: 21
- Views: 10300
Re: About setting custom "dt"
I think this can be marked [Solved].
- Tue Jun 04, 2013 5:35 am
- Forum: Support and Development
- Topic: About setting custom "dt"
- Replies: 21
- Views: 10300
Re: About setting custom "dt"
I must admit that I am rather new to programming, all the more so to game development (this is my first project). So I really appreciate for all your solutions and advices, and hope that this thread will help someone like me someday :) But, Micha, I probably put something, or understood something, i...
- Mon Jun 03, 2013 7:22 am
- Forum: Support and Development
- Topic: About setting custom "dt"
- Replies: 21
- Views: 10300
Re: About setting custom "dt"
I looked through your code and it looks like the time step is implemented properly. When you said the math would break down, did you actually experience that or did you just think it could happen? I am still quiet sure that, if dt is implemented correctly, you don't need to fix the time step. If yo...
- Thu May 30, 2013 8:51 pm
- Forum: Support and Development
- Topic: About setting custom "dt"
- Replies: 21
- Views: 10300
Re: About setting custom "dt"
If you want to make the engine even more precise, consider changing the first line to timeLeft = timeLeft + dt; Right now you are ignoring the leftover segments of timeLeft that are smaller than epsilon. (Imagine timeLeft = 30 and epsilon = 4, you will do 7 loops, but then timeLeft will be 2, and y...
- Thu May 30, 2013 8:44 pm
- Forum: Support and Development
- Topic: About setting custom "dt"
- Replies: 21
- Views: 10300
Re: About setting custom "dt"
It is correct, that dt varies, but so does the time elapsed between two frames. If the time between two frames is larger, then also the mass loss in this time interval is larger. This is exactly what you want. The only reason, why you might have problems, is, that you have not implemented dt in all...