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Type: Posts; User: Kenki

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  1. Replies
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    1,156

    The problem, as previously stated, is that your...

    The problem, as previously stated, is that your loop will continue forever.

    The end of list is not determined by how many items you initially allocated space for, but when the actual last element...
  2. Thread: General Class

    by Kenki
    Replies
    3
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    992

    Also, just so you know, the following code piece...

    Also, just so you know, the following code piece does not create an instance of class SomeClass, it declares a function returning an instance of class SomeClass:


    SomeClass a();
    a.method(); //...
  3. Thread: Quicksort

    by Kenki
    Replies
    3
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    1,360

    Your code logic is a slight bit messed up, so it...

    Your code logic is a slight bit messed up, so it never finishes sorting. It just keeps recursing, which causes a stack overflow and thus a crash.

    Here are some comments:


    void quicksort...
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    1,432

    The = operator should work just fine. Which...

    The = operator should work just fine. Which delete operator to use depends on which new operator you allocated with, ie if you allocated with new [], then free with delete [].

    The only obvious...
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    2,222

    I have only looked at your code briefly, but I...

    I have only looked at your code briefly, but I think you use the wrong operator for comparison (assuming I read the code correctly).

    Assuming maxx - minx describes the length of the box on the...
  6. Replies
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    10,885

    When I said "approximate a circle with..." I...

    When I said "approximate a circle with..." I didn't mean when colliding a circle with another circle, I meant when colliding it with a polygon. As it is, I don't need an approximation in either case....
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    10,885

    Well... I fail to see why I shouldn't... The...

    Well... I fail to see why I shouldn't...

    The reasons why I should?
    1) It gives me the choice to use more accurate collision detection should I so desire. Or the choice not to. And choice is a...
  8. Replies
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    10,885

    Couldn't find any edit function... Suppose you...

    Couldn't find any edit function... Suppose you can't edit after a certain period of time has passed?

    Anyway, I realized I forgot to mention one thing in the pseudo code...


    should have been
    ...
  9. Replies
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    1,136

    The problem is that 1/3 is interpreted as...

    The problem is that 1/3 is interpreted as integer arithmetic by your compiler. 1/3 with integers is 0 and anything raised to the power of 0 is 1. So basically, your code says:

    Rf = 0.027*1
    To...
  10. Replies
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    10,885

    Right, then... I'll assume you know basic vector...

    Right, then... I'll assume you know basic vector maths (dot products in particular... both how to calculate them and what they mean) and also how to perform a normal SAT test with polygons. Check the...
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    Thanks for making me stick with it skorman,...

    Thanks for making me stick with it skorman, 'cause I think I solved it :D . Well, for colliding circles with arbitrary, convex polygons at least.

    I have no proof yet, though it passes my initial...
  12. Replies
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    10,885

    Perhaps I was a bit diffuse with my question......

    Perhaps I was a bit diffuse with my question... When saying curved I included circles and actually meant them quite in particular. Though, I suppose that wasn't too clear.

    However, I'm not quite...
  13. Replies
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    10,885

    Right, then I'll give up on exactly calculated...

    Right, then I'll give up on exactly calculated curved object collision. However, I cannot imagine circles being too expensive to use. As I said, it has been done in even flash... Although that was...
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    10,885

    Thanks. Unfortunately, those were things I...

    Thanks. Unfortunately, those were things I already knew... What I want help to figure out, is how to do collision detection with:

    1) Two objects of more complex shapes than a circle (if it seems...
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    Well, thanks for the reply, however... I don't...

    Well, thanks for the reply, however... I don't mean to be rude, but did you actually read my post? It is not a 3d game engine, it's 2d.

    I figured that the performance saved in reducing the number...
  16. Replies
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    10,885

    Separating Axis Theorem

    I'm currently working on a 2d, vector based game engine. Specifically, the collision detection/response parts.

    I thought the separating axis theorem would work well for detection, as it is simple...
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