Dom
May 4, 2018 22:26
The real question is, does he deserve a pay cut? Any increase less than or equal to inflation is categorically not a raise.
 

 Electrical Engineering

A place to talk with friends from the EE community about vacuu...
Dom
Apr 12, 2018 23:22
Hi guys, could anyone point me to a place where I can disambiguate phone charging power standards via direct chat?
 

 Game Development

Game development and other polite discussion. Game development...
Dom
Feb 18, 2018 04:53
yeah I think I've got it figured out in my head, just need to get it accurately into code :)
Dom
Feb 18, 2018 04:47
I'll work on the correcting the velocity calculation anyway, thanks a tonne
Dom
Feb 18, 2018 04:41
That's confusing, what I'm trying to ask is where should I get the new values from to plug into the trajectory mapping function again?
Dom
Feb 18, 2018 04:39
@DMGregory after a collision I run it through the trajectory mapping function again using the new position, angle and velocity. What should the new velocity and angle be calculated from? The angle and position of collision and the remaining velocity we just covered, or from the new end position and an adjusted angle after the collision plus the starting velocity?
Dom
Feb 18, 2018 04:28
that's a working example, not mine
Dom
Feb 18, 2018 04:28
most of it works, but there are some ugly glitches
Dom
Feb 18, 2018 04:27
this is what I'm doing
Dom
Feb 18, 2018 04:27
Dom
Feb 18, 2018 04:27
that was my initial approach, but I dropped it ages ago because it appeared to be wrong, but it's now more likely my calculations were wrong
Dom
Feb 18, 2018 04:26
Thanks a lot, it's good to hear it
Dom
Feb 18, 2018 04:20
actually I have an example of what I'm trying to achieve
Dom
Feb 18, 2018 04:19
the frames occur at various points along the red line inside the boundaries
Dom
Feb 18, 2018 04:18
Dom
Feb 18, 2018 04:18
for example:
Dom
Feb 18, 2018 04:15
does that make sense?
Dom
Feb 18, 2018 04:15
The boundaries are at fixed coordinates (but are relative to the origin for the purposes of the quadratic calculations), and are only hit on the frame when the object will cross them
Dom
Feb 18, 2018 03:39
I'm only working on the axis that the collision occurs on. With the other, I use the standard kinematic equation to find it's next position (I'll probably need to work on that a bit for corners, but only focusing on the main collision for now).
Dom
Feb 18, 2018 03:36
Is this right?
Dom
Feb 18, 2018 03:36
When the collision occurs at 45.35 frames, I take the 0.35. I find the horizontal or vertical distance from the boundary it's heading towards, call it distance. I divide distance by 0.35 and then multiply it by the remainder of the frame (1 - 0.35 = 0.65). So I end up with the remaining portion of distance it should travel.
Dom
Feb 18, 2018 03:32
What I'm doing at the moment is:
Dom
Feb 18, 2018 03:31
@DMGregory yep still not sure about the calculations for the bounce
Dom
Feb 18, 2018 02:50
@DMGregory thanks, I was off to bed when I saw your message. I'm still working on it and would appreciate any help you can offer.
Dom
Feb 17, 2018 06:24
Hi guys, I wonder if anyone could help me work out how to calculate the decay rate for a bouncing ball?
Dom
Feb 15, 2018 19:50
I think I'll have to tweak the magnitudes of my calculations because it can fall as fast as half a screen in a frame
Dom
Feb 15, 2018 19:45
I'd rather it have some base in true physics than just something I make up
Dom
Feb 15, 2018 19:44
first off, does the diagram make sense?
Dom
Feb 15, 2018 19:44
only enough to not notice any problem
Dom
Feb 15, 2018 19:43
ms paints finest
Dom
Feb 15, 2018 19:43
Dom
Feb 15, 2018 19:31
I'll draw a diagram to try and make my misunderstanding clearer
Dom
Feb 15, 2018 19:23
can you shed some light on the direction change?
Dom
Feb 15, 2018 19:23
sorry I'm muddling terms quite a bit, I meant what percentage of the pre-bounce vertical displacement should the post-bounce opposite vertical displacement be x% through a frame, but it appears that you're saying I should be doing the operation on the direction instead?
Dom
Feb 15, 2018 19:18
would it be a third?
Dom
Feb 15, 2018 19:16
what's the relationship please?
Dom
Feb 15, 2018 19:15
@Jimmy so if it happens 75% of the way through the frame, what percentage of the entry velocity would the exit velocity be?
Dom
Feb 15, 2018 19:14
Starts planning MLG gamer pee-trading platform
Dom
Feb 15, 2018 18:58
Is it normal for low-rep users to see comment flags? I got a bunch of chat notifications a minute ago about offensive comments elsewhere and they've disappeared as quickly as they appeared
Dom
Feb 15, 2018 18:55
assuming it's travelling at an angle other than straight down or up
Dom
Feb 15, 2018 18:54
from what I understand, the projectile will be at the same vertical displacement after the bounce but a different horizontal displacement?
Dom
Feb 15, 2018 18:49
essentially, I only need the horizontal velocity at the time of the collision multiplied by two
Dom
Feb 15, 2018 18:47
@Jimmy I think that'll be something to implement at the next stage
Dom
Feb 15, 2018 18:45
Thanks a lot!
Dom
Feb 15, 2018 18:44
Does that sound right?
Dom
Feb 15, 2018 18:44
ahaaa! I think I see my problem. The exit velocity should be equal to the entry velocity, not the remainder of velocity left for the frame minus the entry velocity.
Dom
Feb 15, 2018 18:40
@Jimmy So would this be one frame of the projectile at the boundary and another at the reflected position?
Dom
Feb 15, 2018 18:36
@Jimmy yeah I have the exact time.
Dom
Feb 15, 2018 18:36
@Jimmy It's a browser canvas based animation and my rendering engine is extremely basic. Just a function that calls x times per second using setTimeout. Does that affect the possibility of using 2 timesteps?
Dom
Feb 15, 2018 18:32
@Jimmy The best assumption I can make at the moment is that I'm not reducing it's velocity at all based on the bounce when I should be