good job at this :) i really like it but you should learn vJass ^_^
and plzzzzzz use this tool for you code: http://www.hiveworkshop.com/forums/tools-560/script-language-aligner-v2-0-a-186353/
because i can't figure out how you are doing this things :S
do you may have it/somethis similar in another language? a real one like c+ + / java / c# ....
hmm yea you are right... but using AABB would be good and also you may could do a quadtree (if this is possible with galaxy/triggers) or a grid for filtering collisions. some kind of that:
oh and also the bug i got was on the attached map...
may i'm going to write a small tut about point/particle physics and other small things
btw: i hate galaxy -.-'! C#/XNA and C+ +/DX ftw
EDIT: oh Kueken531 allready said that you should use a quadtree
EDIT2: if you don't want to check n² times try to use this
for(inti=0;i<Count;i++){for(intj=i;j<Count;j++)//may int j=i+1 have to try it out{//actions}}
bug: moving on ground is somtimes sticks (full friction) and sometimes i just can't move (0 friction) and also the collision is not very good :/
may try raytracing / CCD or SAT for collision detection
btw: some point terrain collision
EDIT: ok SAT is the same as your thing if you only use circles...
if you remove the bugs and add 3D support it would be much better!
some kind of SEE from warcraft 3 but don't know where the map is gone...
but a video:
he is using mission time like a periodic event that does angle += orbspeed
you also could use modulo (i don't know what is the function for it but in c# it's x%y) else you take the sin/cos of 370°(and higher) instead of 10°
you should take a look at the n-body simulator at the assets
if you do this with triggers and a parabola formula use a simple function that nearly everybody used in wc3 (SetUnitZ)
i also use it in my ship system. http://www.sc2mapster.com/assets/ship-system/
ray intersection with cliffs? is there one for normal terrain too? cO
tryed to do it with normal terrain height but since we can't get the ground planes i had to make it with a loop and that sucks
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looks like your "beam" is just a line of missiles.... if yes make a real ray out of it! this will make it faster
good job btw
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@Arkless: Go
good job at this :) i really like it but you should learn vJass ^_^
and plzzzzzz use this tool for you code: http://www.hiveworkshop.com/forums/tools-560/script-language-aligner-v2-0-a-186353/
because i can't figure out how you are doing this things :S
do you may have it/somethis similar in another language? a real one like c+ + / java / c# ....
0
hmm yea you are right... but using AABB would be good and also you may could do a quadtree (if this is possible with galaxy/triggers) or a grid for filtering collisions. some kind of that:
oh and also the bug i got was on the attached map...
may i'm going to write a small tut about point/particle physics and other small things
btw: i hate galaxy -.-'! C#/XNA and C+ +/DX ftw
EDIT: oh Kueken531 allready said that you should use a quadtree
EDIT2: if you don't want to check n² times try to use this
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bug: moving on ground is somtimes sticks (full friction) and sometimes i just can't move (0 friction) and also the collision is not very good :/
may try raytracing / CCD or SAT for collision detection
btw: some point terrain collision
EDIT: ok SAT is the same as your thing if you only use circles...
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if you remove the bugs and add 3D support it would be much better!
some kind of SEE from warcraft 3 but don't know where the map is gone...
but a video:
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he is using mission time like a periodic event that does angle += orbspeed
you also could use modulo (i don't know what is the function for it but in c# it's x%y) else you take the sin/cos of 370°(and higher) instead of 10°
you should take a look at the n-body simulator at the assets
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@ScrinKing: Go
we all like trains :)
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if you do this with triggers and a parabola formula use a simple function that nearly everybody used in wc3 (SetUnitZ)
i also use it in my ship system.
http://www.sc2mapster.com/assets/ship-system/
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finally it got on the front page :D
good terrain, balance and units.
overall a great game :D
but if you meet a biger wave of enemys your nearly dead :(
anyway 5/5 :)
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not possible...
may there would be a way but blizzard is lazy :P
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nono i mean if the terrain blocks the way from x/y/z to x/y/z (for bullets or etc)
line intersection is not that hard
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@avogatro: Go
ray intersection with cliffs? is there one for normal terrain too? cO
tryed to do it with normal terrain height but since we can't get the ground planes i had to make it with a loop and that sucks
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it's no animation it's something with the data editor.
but i can't help there :S
i suck at data things sorry
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omg you speak german this is godlike :D (i speak german too)
do you have msn or icq?
and thanks again
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first thanks for the fast reply
@Tomura: Go i'm a noob at this things but i try to make it as good as i can.
J is the Moment of inertia tensor for your sphere (a 3*3 matrix).
a 3x3 matrix?
/X 0 0
\
\0 0 Z/
because i only know the formula J=2/5*m*r^2 (for sphere)
oh and you mean x = dot or cross
some code would be also fine because i can understand it better :)