Re: DT in BGT
@CAE,I'm not sure that a fixed, constant time step as the clock provides will work in my case. The problem that I am wondering about is whether every moving object's speed will be stuck according to that FPS rate. Obviously, I'd want my players to move faster or slower,
Re: DT in BGT
@CAE,Ok. Am I correct in assuming that using a vector moves the number of cords shown inside of it? In other words:vector V(1, 2, 3);Would then move the ball one square on the x axis, 2 on y, and 3 on z. So if you started at 1,1,3, you'd now be at 2,3,6. Is that correct?
Re: DT in BGT
So am I correct in assuming that I should place the geometric/trigonometric/other math calculations in void move(double DT)? The reason I started creating a math.bgt script was because I was hoping that I could simply place the concrete and immutable math formulae in one
Re: DT in BGT
@CAE,Two things right quick. First, I found an old thread here where you gave us access to a script you wrote for BGT with a whole lot of math functions. I tried downloading it, but the link that was given is now dead. Do you still have it, and if so, can I have access to
Re: DT in BGT
Ok, the clock either isn't working correctly, or somehow DT isn't being returned correctly:class clock{timer time;uint frame = 0;double delay = 5;double DT = time.elapsed*0.001;in void tick(), I added a line to tell me what DT was each time the time ticked off:void
Re: DT in BGT
@CAE,Ok, the clock either isn't working correctly, DT isn't being returned correctly, or I am one dumb ass moron, lol:class clock{timer time;uint frame = 0;double delay = 5;double DT = time.elapsed*0.001;in void tick(), I added a line to tell me what DT was each time the time
Re: Help Please: Any BGT Devs
Thanks to both of you for your feedback. I will address them in order:@Hijacker: The randomness only comes into play when the ball actually bounces off of the net that is placed ain the center of the grid. All testing was done with shots that did not hit
Re: Help Please: Any BGT Devs
The timers are re-initialized after the packet is received. The packet contains the parameters for type of shot, speed, strength, direction, etc. The receiving machine takes these parameters from the packet, then calls the NewShot method with the values
Re: Help Please: Any BGT Devs
@CAE_JONES: Yes, this only occurs for the receiver, not the sender.@Hijacker: The timers are re-initialized after the packet is received, because the packet contains the parameters for type of shot, speed, strength, direction, etc. The receiving machine
Re: Another bgt rotation include problem, Could anyone help please?
Two questions. First, it looks like, based on the little I see, that the bullets are in an array. Is that correct? Second, would it be possible for me to see the actual code you've written...not the whole code,
Help Please: Any BGT Devs
Hello all. A friend and I have been working on a game for a while now. I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we
Help Please: Any BGT Devs
Hello all. A friend and I have been working on a game for a while now. I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we
Help Please: Any BGT Devs
Hello all. A friend and I have been working on a game for a while now. I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we
Help Please: Any BGT Devs
Hello all. A friend and I have been working on a game for a while now. I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we
Help Please: Any BGT Devs
Hello all. A friend and I have been working on a game for a while now. I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we
Re: Help Please: Any BGT Devs
@Pragma: Nice to see you posting here again. Please see my posts in the crazy party thread. In re this issue, please refer to my above posts where I point out that I disabled the RNG aspect of my code for purposes of testing this. That was my first test.
Re: Help Please: Any BGT Devs
Ok, after writing some additional debugging code and testing, I think I have found the issue, but I am not sure why it is occurring, or how to fix it.I will post the relevant portions of log here. I am the host in this test, my friend the receiver. Notice
Re: Help Please: Any BGT Devs
Ok, after writing some additional debugging code and testing, I think I have found the issue, but I am not sure why it is occurring, or how to fix it.I will post the relevant portions of log here, with comments denoted with ** surrounding them. I am the host
Re: Help Please: Any BGT Devs
@trajectory,Question re network latency causing the issue. How can network latency affect the timers in this case? I don't send a packet with coordinates or timer values. I merely send a packet which contains values for strength, speed, etc., and the
Re: Help Please: Any BGT Devs
@trajectory,Interesting. So could someone explain that to me? How can network latency affect the timers in this case? I don't send a packet with coordinates or timer values. I merely send a packet which contains values for strength, speed, etc., and the
Re: Another bgt rotation include problem, Could anyone help please?
jwmckinniss is my Skype ID. Not sure if I listed it in my profile, need to go see.
URL: http://forum.audiogames.net/viewtopic.php?pid=319731#p319731
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Re: Help Please: Any BGT Devs
Would using velocity vectors remove the need for timers for movement? I'd be willing to restructure the code if that's what it takes, and it means that the move timers can be removed and the problem gets solved.
URL:
Re: Another bgt rotation include problem, Could anyone help please?
Code in the first post wasn't written the way in would be in BGT, since there are spaces and such where you spelled out punctuation and things. I'd prefer to see the actual way it was written in BGT. Easier for me to
Re: Help Please: Any BGT Devs
But wait, won't I still have the same timer issue? I mean, isn't the guest machine's timer going to be out of sync with the host machine, just like the issue that I have with the move timers in place?Question 2: I am assuming that the doubles I would need
Re: Help Please: Any BGT Devs
Okay, a few questions:1. Wait, won't I still have the same timer issue? I mean, isn't the guest machine's timer going to be out of sync with the host machine, just like the issue that I have with the move timers in place?2. : I am assuming that the
Re: Target in BGT?
Aprone's coding tutorial? Where is it? Never saw it.
URL: http://forum.audiogames.net/viewtopic.php?pid=320474#p320474
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Questions Re Frames in BGT
So, my other posts regarding the movement problem I was having got a reply from CAE_JONES about using frames instead of multiple timers, in an attempt to cut down on the amount of discrepancies, and therefore, issues between two machines. I have done research
Target in BGT?
So here's the goal. Before the ball is struck, the player should be able to set the targeted angle which he wants the ball to travel. In other words, there will be a key to press, and then by hitting the arrow keys, a sound will move from left to right, changing the
DT in BGT
So, after further research, I've figured out some things.Assuming that I am using a framrate-based timestep, and I want something to move, I would use the following:position.x = velocity.x*DT (delta time).position.y = velocity.y*DT I will need my speeds to be different based on
Re: DT in BGT
@CAE,So, if I am wrong, please correct me. If I understand correctly, I should remove the associated timers I have in the existing move code that control each axis, and then replace it with something like this:Globally:clock C;Then, in the move code:if(C.update()move(x, y,
Re: DT in BGT
@CAE,Ok, so my next question: There is an update function in the clock object. Do I update player/ball movement there, or do I still do it in the original move functions I've created? The update function looks like it just resets the timer once the delay point is reached.
Re: DT in BGT
@CAE,Is there a way for me to see exactly which functions are already available in the vector object, so that I'm not writing code that is already there?
URL: http://forum.audiogames.net/viewtopic.php?pid=323615#p323615
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Re: DT in BGT
@CAE,Is there a way for me to see exactly which functions are already available in the vector object, so that I'm not writing code that can handle calculations natively? I looked in the BGT help file, and all I saw was length as a method listed under vector.
URL:
Re: DT in BGT
@CAE,I've created a script that I want to contain all of my math functions that are going to be used across the code. I want to be able to call the math functions from anywhere else in the code and just plug in the relevant parameters. I don't want to have to repeat code.
Re: DT in BGT
I didn't see any of the basic operations...addition, subtraction, etc...just length.
URL: http://forum.audiogames.net/viewtopic.php?pid=323640#p323640
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Re: DT in BGT
So what do I need to do with my vectors? In other words, where do I need to create them so that they don't get destroyed? I haven't seen anything else in my constructor get destroyed.Also, look at this:float GetDistance(vector@ V1, vector@ V2){ v.x = v1.x - v2.x; v.y = v1.y
Re: DT in BGT
The reason I used sine(theta) with the z component is that I assume that a ball doesn't just drop like a stone, it comes down while still moving forward, so I wasn't sure whether I needed the direction of z to match the others.And I'm concerned about my vectors being
Re: DT in BGT
The only other possibility that I can think of is that the global theta declaration in math.bgt only applies to math.bgt. In other words, it's global to any function within math.bgt, but when it's passed to another script, like vectest.bgt, it doesn't update correctly
Re: DT in BGT
Ok, I think I discovered the issue.I wanted to track when theta was changing value, so I did the following:I added the following lines to main():test.write("test.log", true);test.add_entry("Theta in main is " + theta + ".");In ball:test.write("test.log",
Re: DT in BGT
So until I figure out what the hell to do about getting theta to pass and change correctly, preferably without making math a class, I decided to test whether theta would control the direction correctly. Which brings me to the following question: What...the...fuck? Radian
Re: DT in BGT
So until I figure out what the hell to do about getting theta to pass and change correctly, preferably without making math a class, I decided to test whether theta would control the direction correctly. Which brings me to the following question: What...the...fuck? Radian
Re: DT in BGT
guess that I am going to have to get used to the adjustment of Y being travelled with 90 degrees, and the counter-clockwise system in and of itself because of the way sound pool updates. Shots that I would normally expect to go to the right go straight ahead, etc. So if I
Re: DT in BGT
guess that I am going to have to get used to the adjustment of Y being travelled with 90 degrees, and the counter-clockwise system in and of itself because of the way sound pool updates. Shots that I would normally expect to go to the right go straight ahead, etc. So if I
Re: DT in BGT
So I will also need two separate velocity vectors, one for the player, one for the ball. I don't think I'm going to worry with drag, friction, and all that shit related to the player, so I won't need duplicates of those.
URL:
Re: DT in BGT
So I'm just trying to figure this out from the player point of view. If X is side to side movement, and y is front to back, and if 90 degrees makes the ball move along y, front to vack, then that would mean that the player actually starts out facing 90 degrees. Is that
Re: DT in BGT
So how would I best handle this? How would I determine where the player starts out facing when the game starts? Is there a way to make it the way I originally thought it was, 90 degrees to the right, 180 behind, 270 left, and 0 straight ahead, or are the values of 0 being
Re: DT in BGT
Any way to use a handle to reference the correct theta? I tried something like:void move(theta@ T)but the compiler wasn't pleased. The only global variables I have for the purposes of this test are in the main test script, vectest.bgt:#include "sound_pool.bgt"#include
Re: DT in BGT
Interesting...I tried ::theta = theta; and the compiler was fine with that. It did change theta in math.bgt, but the values for T1, which is cosine(theta), and T2, which is sine(theta), are still 1 and 0 respectively, which is incorrect. Please see my above post re class,
Re: DT in BGT
Um, weird error here:#include "math.bgt"#include "ball.bgt"#include "clock.bgt"ball B;clock C(50);in clock:class clock{timer time;...}in ball:double DT = C.time.elapsed;compiler responds:Line: double DT = C.time.elapsed;Error: 'time' is not a member of 'clock'The fuck? Time
Re: DT in BGT
The network looks like this in CheckEvents at the moment. Keep in mind that I will have to restructure it because of the implementation of vectors, but you should be able to get the idea:void CheckEvents(){network_event Event;Event = Server.request();switch(Event.type){case
Re: DT in BGT
That calculation is done in my math.bgt file:double CT = 1.2;...double theta;double deg;const double pi = 3.14159265358979;vector vel;vector pos(0, 0, 0);vector acc = NetF/M2;vel = (acc/M2)*DT;vector drag(DX, DY, DZ);...I tried doing this in the ball constructor, remember?
Re: DT in BGT
Theta is declared in math.bgt. Code relevant to theta:double CT = 1.2;double DT;double T1 = cosine(theta);double T2 = sine(theta);double theta; (this is the theta I manually changed)double deg;...double RTD(double theta){return deg = theta*180/pi;}double DTR(double
Re: DT in BGT
Ok. This looks like it is going to be an extreme pain in the ass to implement. I really hope that I gget this right. I'm sure I'm gonna hit snags on the way.What's going to be difficult is testing, since I only have one PC. I wonder if I can just modify it so that once
Re: DT in BGT
Ok, so I have tried implementing this, and I have the following error:On line: 19 (1)Information: Compiling snapshot@ history_add(vector, vector, uint = - 1)On line: 20 (11)Line: if (f == -1)Warning: Implicit conversion changed sign of valueIs this going to be an issue,
Re: DT in BGT
Ok, I'm confused. Can you show me an example piece of code? I think I might understand better if I see it. Which option would you recommend? Also, the ball isn't going to move massive amounts of squares each frame, because each frame is of shortd duration. And how would
Re: DT in BGT
relatively small, yes, I'd say within 0.1-0.5 seconds when it does it. The ball will be hit while it's in motion, yes. I have a question. How do I reverse the trajectory for the opponent machine? If I have:pos += vel*DT;where vel is vel((acc.x/M2)*consine(theta),
Re: DT in BGT
Ok, I am noticing something. The theta value is not having any effect on the direction of movement, as it should be. I have:vector vel((acc.x/M2)*cosine(theta), (acc.y/M2)*sine(theta), grav.z);Then, in move:void move(double theta)B.pos += vel*DT;I have it set to print the
Re: DT in BGT
After further testing, where I have everything printed to logs, this is interesting. I see:theta is 5, velocity x is 1.75438594818115, velocity y is 0, and velocity z is -9.814196167.Ball is now at 0.035087719559669, 0, 499.803802490234.theta is 5, velocity x is
Re: DT in BGT
Interesting. So here's what I did. I created two new variables:double T1 = cosine(theta);double T2 = sine(theta);Then, I told the ball to move, with a theta of 4.3. Logs showed that T1, or cosine(theta), was equal to 1. Sine(theta), was shown as 0. So next, instead of
Re: DT in BGT
Ok, I think I've got it so that my vectors are not being destroyed, because now I'm getting different errors from the compiler. Let's take them in order. Relevant code:float GetDistance(vector v1, vector v2){vector v;//this holds the values from the other vectors.v.x = v1.x
Re: DT in BGT
Ok, I think I've got it so that my vectors are not being destroyed, because now I'm getting different errors from the compiler. Let's take them in order. Relevant code:float GetDistance(vector v1, vector v2){vector v;//this holds the values from the other vectors.v.x = v1.x
Re: Namespaces in bgt - A Tutorial / Guide
What I found today piques my curiosity, since I've had to restructure my code so that things are much more vector oriented. I'm wondering exactly how to use the get_xyz, and the void set_xyz functions. Also, some of those things remind me of
Re: DT in BGT
Ok, so I have basically completely rewritten my ball class. Not everything is completed, but I've done a lot of research and read a lot of things in the very few spare hours I have in the evenings, and I've tried to make this as realistic as possible. So before I go any
Re: DT in BGT
Two questions: First, exactly what type of integers are stored in vectors? I.E., int, uint, float, double, or what? Given that velocity is a vector, consider the following formula:Drag equals the drag coefficient times the density times the area times half the velocity
Re: DT in BGT
The reason I asked whether it was possible to return a vector is that when I try doing that, I get the "not all paths return a value" error. Look at this:vector DL(){float CD = 0.507;float CL = 0.650;roh = 1.151;A = 0.0033; vector
Re: DT in BGT
Ok, continuation of last post. For some reason, adding one line of code seems to have fixed it:vector DL(){float CD = 0.507;float CL = 0.650;roh = 1.151;A = 0.0033; vector drag(CD*roh*A*power((vel.x/2),2)*cosine(-theta), CD*roh*A*power((vel.y/2),2)*sine(-theta), z);return
Re: DT in BGT
So basically, if I understand correctly, this line:vector drag(CD*roh*A*power((vel.x/2),2)*cosine(-theta), CD*roh*A*power((vel.y/2),2)*sine(-theta), z);didn't actually return the vector. it just set the values. This line:return drag;actually returned the vector. Is that
Re: DT in BGT
So basically, if I understand correctly, this line:vector drag(CD*roh*A*power((vel.x/2),2)*cosine(-theta), CD*roh*A*power((vel.y/2),2)*sine(-theta), z);didn't actually return the vector. it just set the values. This line:return drag;actually returned the vector. Is that
Re: DT in BGT
So basically, if I understand correctly, this line:vector drag(CD*roh*A*power((vel.x/2),2)*cosine(-theta), CD*roh*A*power((vel.y/2),2)*sine(-theta), z);didn't actually return the vector. it just set the values. This line:return drag;actually returned the vector. Is that
Re: DT in BGT
Ok, so if I can legally assign a vector it's value by adding two or more other vectors, then to get total, or net, force, I should be able to say something like:vector NetF(){vector NetF = (imp+lift-drag-grav);vector acc = (NetF/m2);}So I tried it, and this is what the
Re: What exactly tends to make Adidas by far the most comfortable athletic
Why the fuck is this in the dev room, please?
URL: http://forum.audiogames.net/viewtopic.php?pid=326562#p326562
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Re: Namespaces in bgt - A Tutorial / Guide
So, jjust for the sake of curiosity, I opened BGT.exe in notepad. Because of my current development projects, I wanted to see what I could find on vectors. This is some of what I see:float x float y float z void f(const vector ) void f(float,
Re: DT in BGT
Update, with a couple of questions: So, I got all of the compiler errors fixed, but when I ran the test, all of my values stayed at 0, even with all of the formulae. I was not pleased. I tried all sorts of ways to fix it. I moved all of my vectors from my bottom
Re: DT in BGT
I declared DT at the top of math: double DT = 0.001*C.time.elapsed;Which reminds me. Should I use time.elapsed there, or C.delay?
URL: http://forum.audiogames.net/viewtopic.php?pid=326997#p326997
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Re: DT in BGT
Yeah. Basically, strength*CT will be used to calculate the force of the shot, to determine initial velocity. So if, at the beginning before the ball is struck, vector vel = (0, 0, 0), then (strength*CT) will determine how much acceleration to impart. So velocity might go
Re: DT in BGT
No, only one clock class. The fuck?
URL: http://forum.audiogames.net/viewtopic.php?pid=326890#p326890
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Re: DT in BGT
Should I use: double DT = 0.001*C.time.elapsed, or should I use: double DT = C.delay?By the way, I get the same error with using delay in lieu of time.elapsed:Line: double DT = 0.001*C.delay;Error: 'delay' is not a member of 'clock'The clock code is as follows:class
Constroller Support?
Is it possible to incorporate xbox/PS controller support with BGT, and if not, what's the better language to use?
URL: http://forum.audiogames.net/post/393072/#p393072
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Re: Controller Support?
I've got an XB controller, but I know others in the community use PS controllers. I'd want both of them to work correctly.
URL: http://forum.audiogames.net/post/393106/#p393106
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Re: Controller Support?
What about learning the language itself? I don't know python at all.
URL: http://forum.audiogames.net/post/393125/#p393125
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Re: Controller Support?
I've got an XB controller, but I know others in the community use PS controllers. I'd want both of them to work correctly. I use Windows 10, and I have no issues using an XB controller. I know that it's possible to use an XB controller on Windows 8.1. I don't
Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)
When trying to download, I get an error. The file appears to be gone. Can you fix, please?
URL: https://forum.audiogames.net/post/407693/#p407693
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Re: DT in BGT
So, life has finally returned to normal after a ton of stress, and I've picked up this project again. I figured out how to get theta to calculate correctly. What I can't figure out is how to get the ball to travel in the correct direction based on degrees. Degrees and
Re: DT in BGT
So, life has finally returned to normal after a ton of stress, and I've picked up this project again. I figured out how to get theta to calculate correctly. What I can't figure out is how to get the ball to travel in the correct direction based on degrees. Degrees and
Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)
Nope. Error 404 when going to that link in post 9.
URL: https://forum.audiogames.net/post/407850/#p407850
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Re: DT in BGT
So, life has finally returned to normal after a ton of stress, and I've picked up this project again. I figured out how to get theta to calculate correctly. What I can't figure out is how to get the ball to travel in the correct direction based on degrees. Degrees and
Re: Updated includes for BGT (includes bgt2py and 1st person sound pool)
That worked. Thanks.
URL: https://forum.audiogames.net/post/407995/#p407995
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Re: DT in BGT
So, what in the world would drop me to 50 FPS when running at 60? I mean, my code should not be taxing my PC at all. I'm running latest version of windows. I've got 16 GB ram with an I7 processor. No graphics in this game at all. Graphics tend to lag a machine, yes, but
Re: DT in BGT
Nope, not doing anything else when running that test. I even went into task manager and shut down a bunch of background processes like cortana and other windows shit, and still got 43 FPS when set to 50.As far as players agreeing, I tried doing that initially, although I
Re: DT in BGT
Again, long post, so please read in its entirety. To answer your question, nope, not doing anything else when running that test. I even went into task manager and shut down a bunch of background processes like cortana and other windows shit, and still got 43 FPS when set to
Re: DT in BGT
Again, long post, so please read in its entirety. To answer your question, nope, not doing anything else when running that test. I even went into task manager and shut down a bunch of background processes like cortana and other windows shit, and still got 43 FPS when set to
Re: DT in BGT
So, what in the world would drop me to 50 FPS when running at 60? I mean, my code should not be taxing my PC at all. I'm running latest version of windows. I've got 16 GB ram with an I7 processor. No graphics in this game at all. Graphics tend to lag a machine, yes, but
Re: DT in BGT
Nope, not doing anything else when running that test. I even went into task manager and shut down a bunch of background processes like cortana and other windows shit, and still got 43 FPS when set to 50.As far as players agreeing, I tried doing that initially, although I
Re: DT in BGT
So, the time thing is to calculate the actual physics equations correctly. For example, take this equation:velocity = initial velocity plus acceleration multiplied by timeWhat I mean is that the "time" there is not DT, but rather actual time. Then, when you actually move
Re: DT in BGT
So, the time thing is to calculate the actual physics equations correctly. For example, take this equation:velocity = initial velocity plus acceleration multiplied by timeAccording to the person who is in physics, the initial way I did it where I did:VF.x =
Re: How to make load game and save game functions in bgt?
One observation here. Cmerry, the vehemence with which you've posted your displeasure, and aside from the fact that the amount of your displeasure strikes me as overkill for this situation, your post didn't help anything or anyone.
Re: How to make load game and save game functions in bgt?
One observation here. Cmerry, the vehemence with which you've posted your displeasure, and aside from the fact that the amount of your displeasure strikes me as overkill for this situation, your post didn't help anything or anyone.
Re: How to make load game and save game functions in bgt?
One observation here. Cmerry, the vehemence with which you've posted your displeasure baffles me. Aside from the fact that the amount of your displeasure strikes me as overkill for this situation, your post didn't help anything or
Re: DT in BGT
The goal there was not to have a variable DT. The goal was to use time correctly in the equations, then move according to DT. According to the physics person that is helping me, this example:VF.x = (V0.x+A.x)*DT*cosine(phi);is incorrect. He said that you don't use DT as
Re: DT in BGT
The goal there was not to have a variable DT. The goal was to use time correctly in the equations, then move according to DT. According to the physics person that is helping me, this example:VF.x = (V0.x+A.x)*DT*cosine(phi);is incorrect. He said that you don't use DT as
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