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This is an archived, read-only copy of the United-TI subforum , including posts and topic from May 2003 to April 2012. If you would like to discuss any of the topics in this forum, you can visit Cemetech's Your Projects subforum. Some of these topics may also be directly-linked to active Cemetech topics. If you are a Cemetech member with a linked United-TI account, you can link United-TI topics here with your current Cemetech topics.

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GloryMXE7
Puzzleman 3000

Active Member

Joined: 02 Nov 2008
Posts: 604

 Posted: 28 Nov 2008 02:13:28 pm    Post subject: i just played insane i got to level 7
cjgone
Aw3s0m3

Active Member

Joined: 24 May 2006
Posts: 693

 Posted: 30 Nov 2008 10:01:50 pm    Post subject: Nice. How does the "physics" work? Move up 'x' distance no matter what you hit or how far you fall? ;o I don't understand physics so thats what i'd do :}
bananaman
Indestructible

Calc Guru

Joined: 12 Sep 2005
Posts: 1124

 Posted: 30 Nov 2008 10:58:56 pm    Post subject: I gave the game parabolic motion by giving the tank a velX and velY. Each frame gravity would decrease your velY by one and if you weren't holding and arrow, friction would decrease the magnitude of your velX by one. When you press an arrow you only increase your velX by one, so it takes a few frames for you to start moving. Each pixel is horizontally 4 and vertically 8, this makes it so that you never move more than a few pixels per frame. When you hit an enemy it sets new x and y velocities dependent upon if you hit the left, right, top, bottom, center of the enemy. The miner of course, gives you a higher velY boost. Bombs max out your velY, except for the homer. I placed a maximum on your velY so that you can't launch to far off the top of the screen.
cjgone
Aw3s0m3

Active Member

Joined: 24 May 2006
Posts: 693

 Posted: 01 Dec 2008 06:08:40 pm    Post subject: Ah interesting. Shame that I don't understand velociy and stuff like that. :{
GloryMXE7
Puzzleman 3000

Active Member

Joined: 02 Nov 2008
Posts: 604

 Posted: 01 Dec 2008 07:33:58 pm    Post subject: velocity is distance traveled over time acceleration is velocity over time
pugboy

Active Member

Joined: 11 Apr 2007
Posts: 544

 Posted: 01 Dec 2008 07:35:41 pm    Post subject: How is it that the last time I remember being here, someone requested this to be made o.O Amazing work! EDIT: And it works perfectly on the NSpire 84+ Mode Last edited by Guest on 01 Dec 2008 08:17:43 pm; edited 1 time in total
cjgone
Aw3s0m3

Active Member

Joined: 24 May 2006
Posts: 693

Posted: 01 Dec 2008 09:51:48 pm    Post subject:

 Quote: velocity is distance traveled over time acceleration is velocity over time

I'm taking Calculus and i've learned about the derivatives and crap but it means nothing to me.

So if something is accelerating downwards at 9.8 meters per seconds... Then the displacement is completely screwed up since you'd fall 4.9 meters in one second which doesn't make sense to me.

No idea how to calculate the displacement for anytime, but hey, physics is over rated anyway.

If someone could successfully explain how it all ties up, i'd cry happy tears.
Harrierfalcon
The Raptor of Calcs

Super Elite (Last Title)

Joined: 25 Oct 2006
Posts: 2535

 Posted: 01 Dec 2008 10:27:58 pm    Post subject: Acceleration, algebraically defined, is velocity over time, but it'd be better explained as the rate at which the velocity changes. (Yay derivatives--I get to do those next year.) If something is accelerating downwards at 9.8 meters per second per second, and it starts from rest (0 m/s), its final velocity after 1 second will be 9.8 meters a second. Total displacement, therefore, would logically be somewhere in between 0 and 9.8 m/s, the starting and ending velocities. If you graphed the velocity over time on an XY plane, it would look kind of like Y=X; that is, it gradually increases in a perfectly straight line, starting at (0,0). Displacement is represented on this graph by how much total area there is in the triangle, if you create said triangle by making a vertical line at a certain time. The vertical line would be on one second, and in that moment in time the velocity is 9.8 m/s, so since it's a triangle the total area is half that of a rectangle with the same base and height--half of 9.8 * 1. I'm taking AP Physics this year, so I'll whip out a few good ol' kinematic equations. [1] D = VT + .5AT2 [2] D = .5(V+W)T [3] W2 = V2 + 2AD Where D is displacement, V is initial velocity, T is time elapsed, A is acceleration, and W is final velocity. We know everything but displacement. So... V = 0 W = 9.8 T = 1 A = 9.8 [1] D = (0)(1) + .5(9.8)(1) D = 0 + .5(9.8) D = 4.9 [2] D = .5(0 + 9.8)(1) D = .5(9.8) D = 4.9 [3] 9.82 = 02 + 2(9.8)D 96.04 = 2(9.8)D 48.02 = (9.8)D 48.02/9.8 = D 4.9 = D I hope that clears it up. EDIT: Disabling emoticons every time you edit is a pain in the #\$%@.Last edited by Guest on 01 Dec 2008 10:44:00 pm; edited 1 time in total
bananaman
Indestructible

Calc Guru

Joined: 12 Sep 2005
Posts: 1124

 Posted: 01 Dec 2008 10:48:32 pm    Post subject: Flash Example Our good ol buddy axcho wrote a flash game that represents the relationship between position velocity and acceleration. It may make learning physics a little bit more fun.
cjgone
Aw3s0m3

Active Member

Joined: 24 May 2006
Posts: 693

Posted: 02 Dec 2008 12:20:07 am    Post subject:

 Quote: [2] D = .5(V+W)T Where D is displacement, V is initial velocity, T is time elapsed, A is acceleration, and W is final velocity

Huh...

So let's say V = 9.8, W = 19.6 (9.8 m\s\s change)..and that's a 1 sec elapse, then i'd travel 4.9 m.... but mathmatically i should have traveled 14.7 ft from graphing the displacement, which is a 3 second elapse (4.9 * 3 = 14.7)....which makes me ask what is 'T' relative to?

I dunno.

From calc graphin' the displacements should be:
at 1 second = 4.9 ft , 2 second = 19.6, 3 second = 44.1, etc.

Last edited by Guest on 02 Dec 2008 12:21:37 am; edited 1 time in total
darkstone knight

Joined: 07 Sep 2008
Posts: 438

 Posted: 02 Dec 2008 06:52:30 am    Post subject: the average of 9,8 and 19,6 is 14,7 the time is 1 s 14,7 * 1 = 14,7 short story long: avarage * time = distance
bananaman
Indestructible

Calc Guru

Joined: 12 Sep 2005
Posts: 1124

Mapar007

Joined: 04 Oct 2008
Posts: 365

 Posted: 03 Dec 2008 07:11:03 am    Post subject: I've reviewed the file at ticalc.org, waiting for ticalc staff response. (good results overall, check it out when it's processed)
Galandros

Active Member

Joined: 29 Aug 2008
Posts: 565

 Posted: 03 Dec 2008 09:57:19 am    Post subject: I understood the physics. That of dividing 1 pixel into many was great. That trick makes the playing much better in a easier implementation. Offtopic: is impression of mine or ticalc doesn't have things very automated?
darkstone knight

Joined: 07 Sep 2008
Posts: 438

 Posted: 03 Dec 2008 12:33:24 pm    Post subject: noting except the voting i think...
bananaman
Indestructible

Calc Guru

Joined: 12 Sep 2005
Posts: 1124

 Posted: 03 Dec 2008 01:14:19 pm    Post subject: It is definitely noticed by the fact that they haven't updated any of the screenshots for the last 200 programs submitted to the archives. With the quality (or lack thereof) of most of the programs, it is usually pretty good to look at the screenshots to see if a game is worth downloading. Unfortunately, they haven't even posted my screenshots for IndestructoTank. Galandros: I got the idea of dividing pixels from the original sonic games. They actually divided each pixel on the screen into 256 subpixels. I think that is a little bit overkill, so I decided to only use 8 instead of 256.Last edited by Guest on 03 Dec 2008 01:16:38 pm; edited 1 time in total
calc84maniac

Elite

Joined: 22 Jan 2007
Posts: 770

Posted: 03 Dec 2008 03:40:37 pm    Post subject:

 bananaman wrote: It is definitely noticed by the fact that they haven't updated any of the screenshots for the last 200 programs submitted to the archives.  With the quality (or lack thereof) of most of the programs, it is usually pretty good to look at the screenshots to see if a game is worth downloading.  Unfortunately, they haven't even posted my screenshots for IndestructoTank. Galandros: I got the idea of dividing pixels from the original sonic games.  They actually divided each pixel on the screen into 256 subpixels.  I think that is a little bit overkill, so I decided to only use 8 instead of 256. [post="129863"]<{POST_SNAPBACK}>[/post]

Actually, that's what I'm doing in my Mario game. The 256 sub-pixels, I mean.
darkstone knight

Joined: 07 Sep 2008
Posts: 438

 Posted: 03 Dec 2008 03:50:13 pm    Post subject: actualy, i think that's what everyone is doing the besic concept is that you have one byte to hold the decimal "pixel"
GloryMXE7
Puzzleman 3000

Active Member

Joined: 02 Nov 2008
Posts: 604

 Posted: 03 Dec 2008 05:20:13 pm    Post subject: um how do you split a pixel in the first place any way
bananaman
Indestructible

Calc Guru

Joined: 12 Sep 2005
Posts: 1124

 Posted: 03 Dec 2008 05:56:25 pm    Post subject: It's not a physical split of the pixel. It is a theoretical split of the pixel. It means that if my x-velocity is 4 sub-pixels per frame and I start at the position (0,0), at the end of 1 frame I will now be at position (4,0) Since each pixel on the screen is represented by 8 sub-pixels, you won't see any physical change because the character will be at the same pixel. After the 2nd frame you will be at position (8,0). Now you have moved 1 full pixel and when the screen is updated you will see that the character is displayed on the screen at (1,0). @darkstone: Wow, I didn't even realize that they did 256 pixels in order to make it act like a fixed decimal point system. I'm really stupid, that would simplify a ton of my math. Oh, well, I guess I can use that if I ever make 2.0
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