Tony's Game Physics Blog
I have to keep up a blog, so... here it is?
Friday, October 15, 2010
Monday, October 11, 2010
PA2
Got some work done on the PA2 assignment. The ballistics demo was pretty cool and easy. The fireworks demo was pretty interesting, but I apparently have to watch the lecture to see how to turn off mirroring and the other two fountains. I also have to look to see how exactly to make the firework more awesome. :)
Thursday, October 7, 2010
Written Homework 2
Finished the written homework this morning. I was quite surprised on how simple it was, or at least it was when I found the formulas in the lecture notes. I am pretty fond of formulas and solving for them. Math is fun.
Wednesday, October 6, 2010
No Warnings
Got rid of the warnings in my Math Library. Did so by instead of returning a Vect(calculations,calculations,calculations) or something of the like, I created a new object of type that needed to be returned, set all the values in that object, and returned the object.
While it was kinda hell doing all that stuff in one night/following day, it was kinda fun running the tests and getting successful results.
While it was kinda hell doing all that stuff in one night/following day, it was kinda fun running the tests and getting successful results.
Thursday, September 30, 2010
DONE! For Real!
Ok, so the problem I had with my Normalize was that I had the following code
void Matrix::normalize()
{
x = x / this->mag();
y = y / this->mag();
z = z / this->mag();
}
When I needed to do this
void Matrix::normalize()
{
float thisMag = this->mag();
x = x / thisMag;
y = y / thisMag;
z = z / thisMag;
}
The first code was caluclating this->mag() after the x value had changed, making it a different value all together. Close, but not close enough.
Now for the written homework with Vector projections (yay /sarcasm).
void Matrix::normalize()
{
x = x / this->mag();
y = y / this->mag();
z = z / this->mag();
}
When I needed to do this
void Matrix::normalize()
{
float thisMag = this->mag();
x = x / thisMag;
y = y / thisMag;
z = z / thisMag;
}
The first code was caluclating this->mag() after the x value had changed, making it a different value all together. Close, but not close enough.
Now for the written homework with Vector projections (yay /sarcasm).
DONE! ...well, pretty much
100 tests running, 2 failures. Both are with Normalizing Vects in their [y]. Hopefully I'll be able to find out why that's happening.
For now, Written Part...
For now, Written Part...
Vector Class finished! and some more Evil Matrices
Matrices are evil. I've come to this fact. Sure, they may be cool and all for translating, rotating, scaling, and skewing vectors and 3D objects in one go, but man, they are hella hard to write out.
So, I finished up the Vect_Matrix test instead. I prepped the Matrix class for the other tests, but I'm surely stuck on MatrixSpecialType stuff. My friends went to sleep, and my Physics Reference book says little about translating special matrix types over to C++.
Guess I'll be trying to finish up the Paper assignment that was difficult to find on the Physics Google Site. Seriously not in the Assignments section like I thought it would be in, but hidden in the Week 3 lecture. Fun times.
Can't wait for someone to wake up so I can finish this...
So, I finished up the Vect_Matrix test instead. I prepped the Matrix class for the other tests, but I'm surely stuck on MatrixSpecialType stuff. My friends went to sleep, and my Physics Reference book says little about translating special matrix types over to C++.
Guess I'll be trying to finish up the Paper assignment that was difficult to find on the Physics Google Site. Seriously not in the Assignments section like I thought it would be in, but hidden in the Week 3 lecture. Fun times.
Can't wait for someone to wake up so I can finish this...
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