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12:08 AM
dynamically calculates the center of gravity
i just finished writing that, now I can use the data
 
12:37 AM
that looks fun
 
Sie
@jgallant New project or what is that for?
 
0
Q: How much do inconsistencies in update timing matter?

KristianXD1Yesterday I wrote my first game loop with fixed timesteps. It is supposed to run every 50 Ms, however it runs at 50-53 Ms. Does it matter? I'm guessing no, but I figured I would ask anyway. I'd post code but I'm on my phone right now, so if you wanna see the code let me know and I'll add it ASAP.

 
12:53 AM
new project yeah
 
Sie
Elevator pitch?
 
You are a yellow dot that can drive cars
 
Sie
Huh. Seems pretty cool.
 
this looks weird
i think if I don't resize the wheels it would look a lot more convincing
 
Sie
So I take it the red dot is the finger? I guess the yellow dot moves towards it?
 
12:55 AM
red dot is the weight transfer
this car is physics pimped out
 
Sie
Ah cool. It seems like the whole car squishes up just a bit when it gets going.
 
yeah was a shitty attempt
i'm gnona rework that
 
Sie
Weird. Just installed Windows 7 on my old ThinkPad. It uses a custom desktop background and sounds.
Kinda corny but cool.
 
Windows 7 is really bad in terms of security right now
 
Sie
Eh. I'm not doing anything serious with it. I'm trying to run Overwatch on the crappiest thing I can think of. Currently trying to get it working on a ThinkPad Edge (a netbook essentially).
I thought it was getting updates still anyway?
 
Sie
1:18 AM
Looking promising already...
 
Cool balls
 
Overwatch? Sigh...
Man the game is so pretty good looking but hero balance/design is so garbage.
Like WTF, is Ana? the best healer who's also the best antihealer who's also the only support who can cancel enemy team's ultimate.
Lucio is pretty sad as well. Now his heal is so abysmal. It is best for him stay on speed boost most of the times. His character design is just so flawed that it is impossible to balance around; just exist around your team because you are an aura bot.
And they keep saying stuff like "we think X hero is very strong We think players are still learning X hero, must be the reason why X hero is so underperforming statistically."
And when community cries out Y hero is OP then they go like "we think Y hero is not OP because we have statistics A and B that shows Y hero is not OP"
Make up your stupid mind. Are you going to believe in your stupid number statistics or not. When you swing validity of your statistics in favor of your opinion, audience lose trust in your opinions and statistics as well.
 
2:16 AM
0
Q: How to communicate object loaded by additive mode?

Lai32290I have created a template scene, where contain a virtual joystick and a game timer label and loading it by SceneManager.LoadScene("Template", LoadSceneMode.Additive). When my player is win the level, I need save your time used by that level. My object hierarchy is following: Phase1 Main Cam...

 
2:43 AM
@jgallant I think @Sie 's gonna be fine. Even Windows XP would be safe if all you're doing is very strictly gaming and not surf the web, keep the firewall on full.
 
Help me
 
Each tire has a load value
I want to calculate the average between the 4 points, based on this value
So that red dot ends up being at the weighted average of all four points
Vector2 pos = (AxleFront.TireLeft.transform.position) * AxleFront.TireLeft.Weight +
	(AxleFront.TireRight.transform.position) * AxleFront.TireRight.Weight +
	(AxleRear.TireLeft.transform.position)  * AxleRear.TireLeft.Weight+
	(AxleRear.TireRight.transform.position) * AxleRear.TireRight.Weight;
I tried normalizing something like this but it isn't working
 
foreach(points) {
    pos += points[i].pos * points[i].weight;
    w_total += points[i].weight;
}
pos /= w_total;
 
0
Q: Map not loading from text file

javaprogammer23Ok, so I have a text file filled with 0s and 1s. When there are 1s, I want the code to add a block to the block array. For some reason it is not reading it right at all. World.java: import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import javax.imageio.ImageIO; import...

 
2:56 AM
yeah that is what I wrote -- it was actually because of my gameobject being offset in local space
 
3:09 AM
ah
 
works great
thats it for tonight.
 
I think for the rest of the weekend all I'm going to do with my game is fix bugs.
Then next week I'm going to fix the tutorial system, to something much more useful.
 
3:26 AM
And I'm trying to get the 10 damsel achievement in Spelunky...
 
i pretty much wrapped up the tire models
gonna do transmission/engine stuff
Might put this one for sale on the asset store
 
I should try to figure out if there's any parts of my game I might put on the asset store.
Maybe the season shader...
 
i'll probably just open source it
 
Yeah, it's not that valuable really.
I've open sourced a few things, like my A* algorithm.
My problem is I still don't have a really good feel for writing stuff that can be parceled out in to smaller chunks.
Maybe I'll try to make my cloud system sellable, when I get it figured out.
 
4:09 AM
0
Q: Why does the Texture from AssetManager displays black rectangles only (LibGDX)?

JAlmazanI loaded and get a texture from assetmanager but whenever I test the app it only shows black rectangles instead of the texture. I tried finding some probable cause for this in my code but I can't find any. Here's my code: MainGame.java public class MainGame extends Game { ... ... @Override ...

 
4:57 AM
0
Q: Unity: Can objects override shader/material properties?

Alan WolfeI have a situation in unity where I have a custom shader with some properties where every object that uses this shader will want different values for those properties. As far as I can tell, that means that I need to make a unique material for each object, which is a lot of materials and a tediou...

 
5:38 AM
0
Q: Does Anyone Use Gamesparks Backend Service in Unity For Multiplayer Connection?

Dennis LiuDoes Anyone Use Gamesparks Backend Service In Unity Game ? I see stackoverflow is lack of thread about Gamesparks Backend Service. Who know someone is already using and could help me with the experience. Because I need a help to implementation the game. I am very appreciate it. So far in Gamespa...

 
6:21 AM
0
Q: LibGDX Sprites won't render on Linux

Seth PainterI've got a problem with my LibGDX game. So, on Linux(Mint) and Android, sprites won't render. They'll show black rectangles where the texture would be. Other textures, like the tileMapRenderer and Scene2D stage will. This is not a problem on windows, however, and everything works fine. Any help w...

 
 
3 hours later…
9:11 AM
0
Q: How would i access a method from another script?

InsurikaiI have two scripts One: using System.Collections; using System.Collections.Generic; using UnityEngine; public class SoulManagement : MonoBehaviour { int Souls; void SoulPlusMinus(int SoulValue){ Souls += SoulValue; } } Two: using System.Collections; using System.Collections.Ge...

 
 
1 hour later…
10:29 AM
0
Q: There is no valid constructor to converto from (const float*) to DirectX::XMFLOAT4

EmanueleI'm following the "3D game programming with DirectX 11" book (Frank Luna) and i'm having this issue. There is no valid constructor to converto from (const float*) to DirectX::XMFLOAT4 namespace Colors { XMGLOBALCONST XMVECTORF32 White = { 1.0f, 1.0f, 1.0f, 1.0f }; XMGLOBALCONST XMVECTOR...

 
user92578
10:40 AM
 
10:56 AM
What is this @Tyyppi_77
 
user92578
I'm working on a new world map system
 
user92578
 
user92578
I've been working on improving my world map system! Here's a work-in-progress area selection screen! #GameDev… https://twitter.com/i/web/status/823109377481732096
 
Ooooh
Thats kinda cool
 
user92578
^ There's a short video in the twitter link
 
user92578
10:57 AM
Yeah the old version looked kinda bad and it was super slow to travel from area to area
 
user92578
So now the system is split into two parts, the area selection and then the shorter level selection path inside it
 
I see
 
std::min from two numbers smallest right ?
 
user92578
yes
 
tnx
 
user92578
11:02 AM
Could've checked that from the docs BTW
 
^
Has anyone worked with Rust here?
 
11:42 AM
0
Q: Thread speeds up in XNA when window is minimized

YheekyI think that´s a simple question for some of you. My XNA game has a main thread and another thread when the game is started (to be able to update and draw game components while textures and game data are loaded). The progress will be shown in a progress bar. Normally it takes about 6 seconds to g...

 
That doesn't make sense
Unless you are threading based off of some screen information
or perhaps you are threading it wrong.
 
What?
 
That's like saying correlating A, I am hungry, to B, World War 2 happened ; it doesn't make sense
@Hjorthenify That question Thread speeding up when your context is minimized.
 
Ah
Next time use the reply to function to not confuse others when answering an old question :P
I thought you were talking to me
 
But I don't want to answer that question officially because doing so will put me in a position where now I have to resolve his issue.
 
11:48 AM
@BlueBug You're good with shaders, right?
Right
 
I am alright-ish with shader, certainly better than someone who just started but not "good".
 
Is it possible to turn a vec4 result from a 2D texture sample into an array?
 
I am a lazy potato who only answers questions that are A, interesting, B I know the answer clearly, C it doesn't require hours long edit.
 
I want to iterate over the values :P
 
hmmm one sec let me check my lists... A interesting hmm... ok B do I know the answer? hmmm yeah... C does it take hours to answer? no.... ok now I can answer
 
11:51 AM
Excellent!
 
I guess it is opengl or XNA(or unity)?
since you are using vec4
what you are asking is essentially part of "how can I read rendered frame on CPU"
 
Unity
 
the steps are basically, 1. You create an empty array of the vec4 that is size of your texture. 2. Pass that array to GPU and GPU reads the frame then fills the array with informations about the texture
 
and no that's not what im asking. I'm using a texture to store values at the RGBA components, which I want to use in the shader
The values will be used in the shader
 
That's one excellent way to pass your data to shader, but when you are passing "texture as a way to pass information" you are supposedly passing hack loads of data, is such the case?
 
11:55 AM
It's a very small texture that is frequently updated
 
Is the information on texture updated on CPU or GPU? What is this texture that you are trying to pass? Is this depth information?
 
Updated on CPU and it's some information that the GPU uses to generate an image from
 
Ok I want to argue that this is not a good practice but I don't know what you are doing exactly, so it might be something that you really have to do. So assuming this process is inevitably needed to be done.
Correct me if I am wrong but I think "I have this data on CPU memory. I want to write this data as pixels on my frame RGBA then pass this to my shader."
is what you are asking?
 
I already have it in my shader, now I want to "unpack" the vec4 so that I essentially get an "array" of floats that I can iterate over
 
0
Q: Tutorial presents logic that only runs from a Start method, but in the example, this automatically works from the scene view

GnemlockFollowing the "Procedural Cave Generation - Cellular Automata" tutorial, I ran into a weird problem. Having solved the problem with my own additions, it appears the original issue seems to be in my understanding. The tutorial thus far details filling random squares in a grid. This seems fairly ea...

 
I can't use that from the shader
I need to do this in shaderlab
 
oh
why can't you just sample it? Do you know how to sample a texture within a shader?
 
I have my sample
Now that sample gave me 4 values in a container, but I would like to turn the vec4 into an array of sorts such that I can iterate over it
And do something with each value
 
if your vec4 syntax doesn't provide a way to access each value of vec4 by index, you just have to access it by calling X Y Z W values of vec4
Can you do vec4.x vec4.y vec4.z vec4.w?
 
Yeah but it's not very convinient so I was hoping there would be another way :)
 
12:05 PM
why not just multiply or add another vec4 to your vec4?
that will be same as "adding numbers as you iterate"
 
I just read each value, then use that value to sample another, static, texture
 
or "performing some operations to each element of vec4"
do u have your code?
I probably can give you shorter version of your code if you have it, that is probably more "convenient".
 
Sorry, I dont have the code. I just asked because I've seen you do some pretty neat stuff with shaders :)
 
dang
 
But I'm essentially using the 2D texture as an array of floats
 
12:08 PM
ty man. But I think that's about all I can do for you if you don't have the code
 
Unless you want to delve into the realms of custom data type in shader
 
Thats what im really trying to avoid haha
 
which is relatively new feature that I too am learning about.
 
Have to work within the boundaries of Unity as well
 
12:09 PM
it's really not that hard you just have to define bytes and bits of array and like specify data type and layout orders match then make sure the size is correct and..
pulls out hair
 
Make sure offset is right, layout of the data...
Consistensy between all shaders using the buffer and the CPU populating the buffer...
Yeah it's a nightmare
 
Yeah
@Hjorthenify I think I have to do that for my project and I am kinda not doing it for two days now because I just don't want to do all that
 
Can't you get away just using a texture?
 
I could but that will be like being excessively lazy to the point of sin because I am supposed to implement, not cheat around.
Sloth is a deadly sin.
 
Ah right
 
12:16 PM
So instead of doing the work I go to Overwatch forum and write posts about how new character is so out of balance.
 
Haha
Have you found any good documentations on data access patterns in shaders?
Like textures for static data, buffers for dynamic
 
Not really I mean there are official documentaries on "how to use custom data type" but as u probably know, official MS documents are obnoxious to understand.
 
Indeed
 
1:03 PM
guys what options do i have on making and saving explored area of map for each player how does this usually are done ? i mean i might know how to do but not sure how to save cuz i probably wont be able to save it to database
 
How does your map look like and in what way does it affect the gameplay?
 
0
Q: D3DX11CompileFromFile() function problem DirectX11

EmanueleWhat do i have to include to use the D3DX11CompileFromFile() function on DirectX11? I'm using visual studio 2015 and reading the "3D Game programming guide" (Frank Luna) and i'm having problem using that function, any solutions? I read online that is not usable anymore and that now i have to use ...

0
Q: Client side prediction physics

user1157885I'm trying to build a simple networked game and I'm having trouble keeping a jump in-sync on the client and server. I've read the free gaffer on games articles and it's helped somewhat but I'm still not completing grasping the theory behind how to keep physics in sync. Right now I have a charac...

 
this is how my map look like
black represent mountains and everything else forrest
so once player register and creates his town only squres around his town are discovered for him
everything else is invisible so what i was thinking is to make a surface witch would be represented as a fog of map and once player discover that are i would delete those pixels and it will be transperent
but i could not think any way to save it
 
Sorry, no
@yahoo5000 Sounds good to me
 
i mean rather this , i am currently have a std::vecto<Tiles> m_tiles;// all map tiles layout
and could make same thing for fog
and if player discover those just null surfaces inside so it wont be drawen anymore
the thing is how to save this for each player ? shouls i send this surface data to server and save into file there ?
 
1:18 PM
You can.. Is the whole map always visible?
 
no just viewport
 
I mean you could just store an integer of discovered tiles and then blur(or do something else) all tiles not discovered
 
but the thing is if i send that fog surface into server it will take tons of space my map is 50kx50k pixels
once pixel is 4 bytes
so i think is about 10mb or something
or even more
 
You dont need to send fog surface
Just generate it on the client
 
based on what ?
 
1:20 PM
And store discovered tiles on the server
Like you know all your tiles, right?
 
based on std::vector<uint8> ?
yea
 
That or a 2D array
If you just use integers, then you can store it in your database even
 
well that would take about 2.5mb anyway
i dont feel to use ints here cuz they take 4 bytes and char takes only 1
so i would save it 4 times
 
use std::vector<bool>
That way each tile only takes up 1 bit
 
0000000010000000000001
0111111111111101111111
1111111110000000000000
0000001111111111111111
 
1:23 PM
Yes
 
bool takes 1 bit or i have to bit twidle ?
 
Vector<bool> is using bits
So no twiddling
 
yea and i am bit got confused i dont need to save per pixel i need to save per tile so its only 800x700 tiles witch is 15k bits
witch is i think 7kb right ?
 
No thats like 2kb
But that is for a fully disvoered map
 
well there if bool is 0 or 1 that doesnt change size of it , and i will have to store full map fog
 
1:27 PM
Dont store the 0's
 
i mean bool false = 0
 
Hmm actually you may have to yeah
But still.. 2kb isnt bad
 
ok tnx a lot @H
 
1:52 PM
could RLE it
run-length-encoding
8-0,1-1,12-0,1-1
8 zeroes, 1 one, 12 zeroes, 1 one
though the size of RLE changes depending on the entropy level of your lines
01010101010101010101 compresses horribly
00000000111111111 compresses well
 
2:22 PM
0
Q: Make an object rotate from 0 to 360 degrees by using the trigger button on the htc vive controller

Rafman27Hello I would like to be able to make a sphere that is attached to a cube rotate from 0 to 360 degrees by pressing the trigger on the vive controller. As the sphere rotates I want it to be able to stop at any of the degrees in rotation. For example I press the trigger and the sphere starts rotat...

0
Q: Performane of manipulating a mesh in realtime

DarioOODoes unity allow to stream mesh data that can be continuosly changed. I have a level that is dynamically changin based on some parameters. The number of triangles stay the same, they just change positions. I'm speaking of somewhat 2000 triangles that need their position updated each frame (they ...

 
@Almo Depends on the encoding schema, but, well, yeah..
I guess RLE isn't the best for such a system, but if you can accept pairs, then it would encode quite well.
 
2:40 PM
With all this hate and bullshit over trump I'm starting to turn into a racist trump supporter
Can't look at the internet without reading about it. Making me feel angry
So screw this. Oil for life. White power.
 
I KNEW IT!
U EVIL TRUMP SUPPORTER!
now you show the world your true color!
 
Orange baby.
 
but yeah I find it odd that he has received half of the nation's support yet the consent varies a lot.
what an odd country
 
its hilarious
but it is annoying me now
its too much
 
whenever someone is very aggressive to him I am like 'but half of the nations support him, does it mean half of all people who live in this country are all evils?'
Yet media is so full of propaganda against him. So I cannot tell which is which.
 
2:52 PM
should I open source my car?
the main reason is that I want to show it off.. its fucken awesome stuff
 
make it multiplayer then let us play together
 
Yeah, i'm making it for me and my son :P
You need to deliver goods from pointa to pointb
 
@Almo but 8 would be int
 
you can put as much as you can fit in your trunk
either you share a car and go high defense, or spread out with 1 truck, 1 car
 
also i have google it and bool is 1 byte not 1 bit
 
3:16 PM
nwm
 
@jgallant Add it to the unity store
 
yeah
There is nothing on the store like this
 
Exactly
I bet you could make quite a bit of cash from it
 
I don't wana sound like an immorally cheap greedy person but I think your story is very heartwarming and you can have it as somewhat of a selling point as well.
Instantly I were like 'aww I wish I had father figure like that. That kido is lucky'
 
:D
it doesn't look like car physics stuff sells very much looking at other assets onthe store
people want mobile solutions
 
3:31 PM
@Hjorthenify will this work ?
 
This is mainly a PC solution -- it works best with a game controller
The throttle and brakes are analog
 
or should i do insert ?
 
O_O
 
user92578
What's with you and the always appearing memcpy?
 
just quick question :D
 
user92578
3:33 PM
I'm I like a bad and inexperienced programmer with 0 memcpys in my codebase?
 
when you working with server and client you wont be able to do without using memcpy
 
Yes you will
 
user92578
Yeah I really doubt that
 
by recv calls or send ?
they are more expensive then memcpy
 
user92578
What?
 
3:34 PM
You don't really use memcpy unless you are using something that doesn't provide you with an easy way to plan your rendering. And you shouldn't really do that.
@Tyyppi_77 memcpy is such a hassle. I have it all over my code(written by author of shader class I am using) and I kinda know what they are doing but never bother to even touch it.
 
user92578
memcpy just shouts C to me
 
user92578
I feel like C++ provides the right containers and utility things so that you never need memcpy
 
so will this works ? or i will have bit twidle somehow ?
 
It wont work
 
would insert work then ?
 
3:37 PM
it is mainly to copy data and put them in such an order for shader; so that the shader can read bits from position A to Z and copy all the data straight to GPU memory.
 
@yahoo5000 I've told you earlier that vector has a constructor that takes in an array
 
user92578
yeah you need to reserve space for the data if you want to do it like that
 
yea i know i have to resize it first
 
Why are you even casting to a char when the vector takes booleans
 
also insert doent require resize
cast to bool ?
 
3:38 PM
Even if you were casting to bool, the code is still plain wrong
Because of the way that vector<bool> works
 
i dont know i havent done anything with bits yet only with bytes and always was casting as char
 
user92578
So you have eight bits in your char pointer that you want to copy to the vector?
 
i have about 2kb that i want to kopy into vector
 
So I know this sounds dumb but I never really delved into bytes and bits; because I didn't really have to.
But now I do, so that I realized boolean is actually a bit.
 
user92578
Where is this char* coming from?
 
3:40 PM
It is yeah
 
from GameStateGamePlay received from server
 
and vector<bool> makes use of this and is essensial a bitfield
 
user92578
oh right yeah, my runtime entity type system is built on top of a bitfield, it's super handy
 
also bool is a byte and its a bit only if you are using it in vector
 
user92578
well not really
 
user92578
3:41 PM
it's the vector that changes, not the boolean type
 
user92578
i.e. there's a specific vector implementation for when the type is a boolean
 
You can't map D3D11_USAGE_DEFAULT textures as they are allowed to be placed into memory that is potentially inaccessible the CPU...You can't map D3D11_USAGE_IMMUTABLE at all, and can only initialize them with initData at creation time... You can map D3D11_USAGE_DYNAMIC textures, but...
these stupid texture types are driving me nut
Why does it have to be so hard to read texture.
Unity does it so easy... ReadPixels BANG! MAGIC!... directX you dumb.
 
DirectX gives you a lot more freedom over your management with the GPU though
 
True...
reluctantly keeps reading the document
 
But yeah.. GPU memory management is ridicolously difficult :P
 
3:47 PM
Yeah it lets me do some fancy(but impractical and ultimately useless when it comes to making actual video games why am I doing this? Isn't it 2017? Unity is already mainstream. Unreal Engine is far beyond what I can capable of anyway) techniques.
 
4:08 PM
Really I feel weird... Like there are 7 people in my class. And my department kinda stopped providing technical courses as well.
All the kids in my school focus more on Unity and making games with it. Nobody really does graphic stuff.
 
4:49 PM
Which is good for me. The fewer who know how GPUs actually work the more job opportunities for me. :D
 
GPU's are awesome
 
Sie
@StephaneHockenhull On one hand I'd like to learn low level development like that but I just see myself hating it. With Unity and modern engines you can just make games right out of the box.
 
@Sie: oh I agree. I would have made about 5 games by now if I wasn't writing my engine :P
 
I wonder if this is what happened with network. More and more people not needing to do the "dirty" network stuff, fewer and scarce the knowledged population.
So like probably after decade or so, graphic programming could be like something that really only a few very people do, because tools available lets you do, rendering cools stuff so easy.
 
user92578
With UE's blueprints and such that might also be happening to programming in general, maybe at a smaller scale
 
5:01 PM
Math is already kinda going away, u know. Every context has their version of some simple math.
 
Sie
I don't think so. The way we view and interact with it has just changed.
 
Godot is getting bluebrints as well
 
Sie
I wish Unity had a native solution for it. Rather than a pricey add-on.
 
but really... all I am doing here right now, spending hours just to "copy data from GPU to CPU to do X" can be done in swift ez with Unity and all the effects I try to learn can be all be bought(1~10 dollar or so from asset stores) and applied as material so ez
8 bucks.
I kinda feel like that is rip off though
Isn't glass like simple screen distortion effect? And you are going to charge 8 bucks for it? And of course you have "transparency" because it is forward rendering. This IS rip off.
 
5:25 PM
can i start std::async in initializer list ?
 
@BlueBug if you can program your own glass shader in less than an hour paid at minimum wage, then yes, it's a ripoff.
 
grrr... that makes sense
 
0
Q: I'm rotating an object on two axes, so why does it keep twisting around the third axis?

DMGregoryI see questions come up quite often that have this underlying issue, but they're all caught up in the particulars of a given feature or tool. Here's an attempt to create a canonical answer we can refer users to when this comes up - with lots of animated examples! :) Let's say we're making a fi...

0
Q: How do I need to tag different (but a little similar) entities with Entity-Component-System pattern

saxartomI have some count of weapons - pistol, shotgun, rifle. And I have one system which deals with all weapons, and another system which deals only with pistol. So I need to create both components "weapons" and "pistol", and I add them both to the entity - "Pistol". So now we have next components - "W...

 
Or alternatively @BlueBug If it'll take you less time to figure out how to get what you want out of that glass shader than write your own custom one then it's a good deal.
 
or just don't use glass
 
5:30 PM
That too
 
but I need a game to put that thing first. And I got no game OTL
 
Oh well. Best to not buy it then.
 
yeah I am just jelly that someone's making money out of what they learned
 
lol
he probably only sold like 1 copy
 
I doubt that because it was on the second page of the front page.
 
5:38 PM
i need to reproduce this type of curve in code.
 
awesome
 
It's just the engine curve scaled by the gear ratio
 
I had to do something like that for my volumetric light "weird mathematical model that resembles some physical occurrences"
I googled someone else's code then copy pasted the equation.
 
The only variation is the loss due to friction as the wheels and differential turns faster and faster and that's negligible.
 
And it works! Thank you smart-stranger-on-internet-who-posted-the-code. I wouldn't have done without you the_stranger, my brain cannot comprehend those equations.
 
5:42 PM
i mean i don't need the exact curve data like that
but i am going to have to generate something that looks like this
 
@jgallant for all practical purposes, just get the engine torque curve and then multiply the torque by the gear ratio.
if first gear has a 4:1 ratio, torque is multiplied by 4, wheel speed divided by 4.
 
torque is the same as wheel speed isn't it?
 
If the gear box divide the speed by 4 it also multiplies the torque by 4.
 
what I need is a torque value for a given engine RPM value
at a given gear
 
Mk7 GTI Gear Ratios
1st 2nd 3rd 4th 5th 6th Final
6MT 3.76 2.03 1.46 1.08 0.88 0.74 3.42
"Final" is the differential's gear ratio, that's applied to all the gears.
 
Sie
5:47 PM
Just out of curiosity does anyone ever outsource some code for their games?
 
So 1st gear is (3.76*3.42)
So your torque in 1st would be wheel_torque = engine_torque * (3.76*3.42)
 
@Sie We did that once, but only to get us out of trouble with deadlines. Also the guy was coming at our office to work so he was kind of part of the team.
 
2nd wheel_torque = engine_torque * (2.03*3.42)
 
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Q: Can't get full screen with Phaser + Cordova (android)

Stepan VanzuriakI using Phaser-ce 2.7.3 and Cordova 6.4.0 My code ... class Game extends Phaser.Game { constructor () { const width = window.innerWidth const height = window.innerHeight super(width, height, Phaser.CANVAS, 'content', null) ... And instade of full size screen get black line i...

 
@jgallant wheel_torque = EngineTorqueAtRPM(rpm) * throttle * ( gear_ratio[current_gear] * final_differential_ratio);
 
Sie
5:49 PM
@Lasse Ah. Well I was considering looking into hiring someone (or a one time sort of deal) to help me with some things.
 
I did it! I finally am reading my framebuffer on my CPU! I store 256x256 texture's pixel's locations as X Y to R G and reading them now!
 
@Sie I think that's pretty common
 
now I can read from GPU! I am immortal now! I am like a new dimensional being now.
 
@jgallant If you want to model turbo boost lag you need to also take into factor the turbo's current RPM and it's own acceleration which depends on engine RPM and throttle and current boost and the blow off valve setting.
Turbos work in a feedback loop: the engine pushes more air into the turbo which pushes more air into the engine. Until everything explode. (the blow off valve is there to prevent that)
(It's also there to prevent the turbo from exploding when you close the engine throttle and the air has nowhere to go)
 
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