« first day (2874 days earlier)      last day (2149 days later) » 

9:55 AM
@TheMattbat999 Hello
about that normal. Will the center of the two aabb's subtracted be ok
 
user92578
My guess is no, if you consider a very long box and a lot smaller box that collides somewhere along the long side of the long box, the difference vector won't probably be a very good collision normal
 
@Tyyppi_77 I see. I asked a question about it and was pointed to a question with an answer that made no sense to me
 
user92578
Yes I know that.
 
user92578
I'm a little unsure about what you're actually trying to accomplish, and what a collision normal even is?
 
user92578
Is the collision normal simply the normal of the side that the box collides with?
 
user92578
10:01 AM
What about all the other links you got from us ysterday?
 
@Tyyppi_77 They didn't do what I was trying to accomplish. a little searching brought up a gamedev post which I've since lost
 
user92578
What are you trying to accomplish?
 
@Tyyppi_77 aabb sliding
 
@Tyyppi_77 That is the post I lost.
thank you
 
user92578
10:04 AM
You don't need to ping me every time
 
but unfortunatly I couldn't find the collision normal for it
i wont ping you
 
user92578
A normal for a cube is trivial
 
How do I get the normal of a cube.
 
user92578
Then the duplicate question tells you how to get a normal for a cube face
 
user92578
10:07 AM
So basically what you are looking for now is a way to detect which face of the cube was hit
 
this now leaves me with a very big problem
 
user92578
 
user92578
Just Google, Google, Google
2
 
@Tyyppi_77 your advice to encapsulte my menue buttons into a menue object to make further functionalities more comfortable isnt working, because every button holds an timer object which isnt copyable.
 
user92578
huh?
 
10:11 AM
So now I'm going to google about how to calculate player movements
 
user92578
so you already got the collisions working?
 
No I need to restructure my player movement before I get the collisions
 
i have here an example for explanation coliru.stacked-crooked.com/a/d80fb81001939d55
 
@FerencRozsa Next time use the reply button if you are talking about something that has alot of messages inbetween
 
user92578
@TheMaskedRebel It doesn't matter, I know what he's talking about but don't know what exact issue he has
 
user92578
10:13 AM
@FerencRozsa This doesn't really clarify the issue at all?
 
the issue was to encapsulate all menue parts into an appropriate class...so that i further can maybe draw the whole menue like menue.draw()..
 
user92578
So it kinda sounds like you are maybe copying menu classes around, while you could simply keep a few objects around and point to the active one
 
public void move() {
		processInputs();
		rotate(0, currentTurnSpeed, 0);
		float distance = getVelocety() * Time.delta;
		float dx = (float) (distance * Math.sin(Math.toRadians(getRy())));
		float dz = (float) (distance * Math.cos(Math.toRadians(getRy())));
		move(dx, 0, dz);
		jumpSpeed += GRAVITY * Time.delta;
		super.move(0, jumpSpeed * Time.delta, 0);
		float terrainHeight =Terrain.getTerrain(getPosition()).getTerrainHeight(getPosition());
		if(super.getPosition().y< terrainHeight) {
			jumpSpeed = 0;
the code above moves my player but you'll notice that I don't have a velocety vector
 
....hm ....for now my menue is just an array of buttons std::array<Button, 3> menue....when i want to draw i have to iterate over it...and invoke the the draw method of every particular button
 
i think I could construct one but I would like some feedback on how to do it
 
user92578
10:21 AM
@TheMaskedRebel to me it looks like your velocity vector is simply dx, jumpSpeed, dz
 
@Tyyppi_77 thanks
 
user92578
@FerencRozsa And what's wrong with that? Does the code you shared not work?
 
it isnt wrong but iam always open\searching for better approaches
 
@Tyyppi_77 I probably could have figured out that myself but I wanted to ask the more experienced game devs like you
 
I'm making a game on python that uses a rogue like map game which isn't a rogue like but has the same map system but it doesn't have random maps. How should I store the maps in what format?
I was thinking a list but I'm not sure
 
user92578
10:24 AM
@FerencRozsa I don't really understand what you want from me/this chat.
 
user92578
@PintOfMilk Are we talking about disk format or runtime format?
 
@FerencRozsa Do you want feedback on your code
 
@TheMaskedRebel when this is possible...
 
@FerencRozsa then go here for it
 
user92578
I don't think they do code review in the chat room
 
10:30 AM
@Tyyppi_77 I did it there and I also saw someone else doing it
 
user92578
oh okay then, my bad
 
user92578
you gotta stop editing trivial typos on ping messages
 
hm...o.k. i let it as it is...thx anyway
 
@Tyyppi_77 Does it just keep pinging on your computer as you edit
 
user92578
yes
 
10:35 AM
show me please
 
user92578
@TheMaskedRebel This is quite annoying, isn't it?
 
can't you start a meta post or something about it. It is really anoying
 
user92578
it sort of makes sense
 
user92578
but if you abuse it, it's just annoying
 
user92578
like if there's an important clarification
 
user92578
10:38 AM
also just FYI, stack exchange doesn't give a shit about chat at all
 
10:54 AM
I have to go. I'll be back this evening
 
 
3 hours later…
1:55 PM
"Morning"!
 
user92578
heya
 
2:52 PM
@TheMattbat999 Don't forget how far you can see :P (That is, only if you want to make it super-realistic ;))
 
3:49 PM
@Tyyppi_77 functionally I think it's near the top of Priority Limbo: that section of your to-do list you'd like to get to, but which is prioritised downwards far enough that new more important things will always arrive above it faster than you can reach it.
We did get the mobile chat makeover a while back, but that was a one-off among several years of non-development before and since.
 
And at one point after they laid off some employees.
 
nwp
4:11 PM
I wonder if they could just make it properly open source and tell people to get cracking.
 
@nwp Maybe their lawyers would be "Lol no."
 
nwp
If that is so they need to fire their lawyers.
 
Yeah, get creative lawyers.
 
nwp
And maybe hire some better ones who don't screw up as horribly as with the arbitration thing.
Arguably some of that is the US's law's fault.
 
4:31 PM
does anyone know the best way to implement sphere vs sphere collision response
with the players velocity
 
nwp
Use a game engine.
 
@nwp do you have a recomendation
 
nwp
Unity is quite popular or so I've heard.
 
user92578
but yeah what nwp said
 
4:47 PM
@Tyyppi_77 I followed that link and changed my code and I've wound up with and error. when I come a certain distance away from an object the object suddenly snapped to the object like a magnet
if(colliding) {
			float dist = (float) Math.sqrt(radiusSum);
			if(dist < 1.0E-5f) return false;
			Vector3f normal = relativeDifference;
			if(!entity.isStaticObject()) {
				float depth = (dist - distance) / distance;
				normal.normalise();
				CollsionInfo info = new CollsionInfo(normal,depth,entity);
				entity.setInfo(info);
			}else if(!s.getEntity().isStaticObject()) {
				float depth = (dist - distance) / distance;
				normal.normalise();
				normal.negate();

				CollsionInfo info = new CollsionInfo(normal,depth,s.getEntity());
 
 
3 hours later…
8:06 PM
Can someone help me with lwjgl functions. LWJGL doesn't have a function for multiplying vectors can someone show me if there is one
What am I thinking :P code review will be much better for this kind of thing
 
nwp
"How do I multiply vectors in LWJGL" is not a good question for codereview.
 
@nwp Why is it not a good question for code review
 
nwp
Because codereview does code review. You are supposed to show working code and they review it and tell you what you could improve.
Code that is not working or not yet written is explicitly off-topic there.
The resource you are looking for is probably wikipedia. They can explain to you how to multiply vectors.
 
 
1 hour later…
user92578
9:37 PM
@TheMaskedRebel define vector multiplication
 

« first day (2874 days earlier)      last day (2149 days later) »