Preferred developing language
7 years 8 months ago #20542
by IronyMan
Replied by IronyMan on topic Preferred developing language
I understand that it's simpler and easier. I'm teaching myself the basics of programming, that is, what's underneath those boxes in Unity that you drag around. I want to learn the conceptual material behind it all. :side:
Do you know what I mean?
Do you know what I mean?
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7 years 8 months ago #20543
by IronDuke
Very little about the game is not known to me. Any questions you got, throw them at me.
Replied by IronDuke on topic Preferred developing language
Ah, I understand. Go to it then, and more power to you! o7
--IronDuke
--IronDuke
Very little about the game is not known to me. Any questions you got, throw them at me.
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7 years 8 months ago #20550
by IronyMan
Heh, it's neater and smoother than mine.
I'm having some difficulty with my rotate to mouse function; when the angle of the ship resets to zero the ship tries to turn the other way to get to the mouse. I think it's a result of my clumsy coding. I'll need to write an exception to account for zero.
Or maybe rewrite the whole thing to rely on absolute differences instead of the concrete angles... :blink:
In the meantime, I need to finish my Alg 2 course. Maybe when I actually know how to do basic math I'll be able to solve simple problems like this easily.
Replied by IronyMan on topic Preferred developing language
Chessking wrote: If you need a few tips on the Physics engine, I have already created one with Processing.js on Khan Academy.
Heh, it's neater and smoother than mine.
I'm having some difficulty with my rotate to mouse function; when the angle of the ship resets to zero the ship tries to turn the other way to get to the mouse. I think it's a result of my clumsy coding. I'll need to write an exception to account for zero.
Or maybe rewrite the whole thing to rely on absolute differences instead of the concrete angles... :blink:
In the meantime, I need to finish my Alg 2 course. Maybe when I actually know how to do basic math I'll be able to solve simple problems like this easily.
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7 years 8 months ago #20551
by Chessking
This is one tough navy, boy. They don't give you time off, even for being dead. -Clay
Storm Petrel
Replied by Chessking on topic Preferred developing language
Is your project on Khan Academy? I would like to see exactly what you are talking about. I have an idea of what the problem is, but I can't be sure.
This is one tough navy, boy. They don't give you time off, even for being dead. -Clay
Storm Petrel
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7 years 8 months ago #20552
by IronyMan
Replied by IronyMan on topic Preferred developing language
Here it is.
Still very rough, has a lot of problems. I don't have much time to work on it.
I tried a couple of solutions, but ended up confusing myself more. If it doesn't make sense I can explain it here or in the KA comments.
I tried a couple of solutions, but ended up confusing myself more. If it doesn't make sense I can explain it here or in the KA comments.
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7 years 8 months ago - 7 years 8 months ago #20553
by Chessking
This is one tough navy, boy. They don't give you time off, even for being dead. -Clay
Storm Petrel
Replied by Chessking on topic Preferred developing language
Your link doesn't seem to be working, IronyMan. I'm not sure why.
I have been working on EOC 2-D. While playing around with the autopilot approach, I noticed that when coming from a certain direction, (the top right corner, to be exact), a ship would overshoot its target.
The first thing I did to fix this was optimization. I had been manually calculating the stopping distance of the ship using a for loop. During a physics class I took a little while ago, I found a formula that would do the job better. I implemented the formula, and the ship still overshoots. I am as baffled about my problem as you are with yours.
Edit: I solved my problem! Yay!
I have been working on EOC 2-D. While playing around with the autopilot approach, I noticed that when coming from a certain direction, (the top right corner, to be exact), a ship would overshoot its target.
The first thing I did to fix this was optimization. I had been manually calculating the stopping distance of the ship using a for loop. During a physics class I took a little while ago, I found a formula that would do the job better. I implemented the formula, and the ship still overshoots. I am as baffled about my problem as you are with yours.
Edit: I solved my problem! Yay!
This is one tough navy, boy. They don't give you time off, even for being dead. -Clay
Storm Petrel
Please Log in or Create an account to join the conversation.