A Flash Developer Resource Site

Search:

Type: Posts; User: newblack

Page 1 of 10 1 2 3 4

Search: Search took 0.12 seconds.

  1. Replies
    3
    Views
    7,154

    i think the continuous approach is easier....

    i think the continuous approach is easier. because the parabola defined by the kinematic equations of motion is a function of time, solving for the point of collision is the same as solving for when...
  2. Thread: I cant be ...

    by newblack
    Replies
    4
    Views
    1,548

    it's not a dumb post. i'm famous with myself for...

    it's not a dumb post. i'm famous with myself for not finishing anything. i think it's because i'm too perfectionist. let it go. release something ****ty. unless you're a sociopath with some unbridled...
  3. Thread: Strange Game

    by newblack
    Replies
    13
    Views
    2,310

    i personally found it very entertaining.

    i personally found it very entertaining.
  4. Replies
    19
    Views
    12,305

    it is the dot product of the collision normal and...

    it is the dot product of the collision normal and the balls' relative velocities. it gives us the signed magnitude of the projection of the relative velocities onto the normal (since the normal has a...
  5. Replies
    4
    Views
    893

    you want it to be currentTime / duration, so when...

    you want it to be currentTime / duration, so when the animation starts, t = 0, and at the end it's equal to 1.
  6. Replies
    19
    Views
    12,305

    When you normalised dx and dy, you made it so...

    When you normalised dx and dy, you made it so that the "new" length would be equal to 1?
    yes, the normalization makes the vector's length 1--but it still points in the same direction: from circle...
  7. Replies
    4
    Views
    893

    looks like you're actually trying to do ease...

    looks like you're actually trying to do ease in...

    you can use exponential interpolation:


    function easeIn( begin:Number, end:Number, t:Number, power:Number = 5 ) : Number
    {
    return begin...
  8. Replies
    19
    Views
    12,305

    you're looking at the wrong resolve...

    you're looking at the wrong resolve function--that handles collision between a particle and a wall. where i link to that, i say line 359, check that function instead.

    it sounds like you're having...
  9. Replies
    19
    Views
    12,305

    it explains line by line how it works and the...

    it explains line by line how it works and the physics behind it. if you don't understand something, you'll have to ask something specific about it.
  10. Replies
    19
    Views
    12,305

    without understanding it, it still should be easy...

    without understanding it, it still should be easy to get working on your end. it's 6 lines of code to replace that whole function you have. but i'll explain the physics anyway.

    it's not used to...
  11. Replies
    19
    Views
    12,305

    It does nothing as is. No value that you're using...

    It does nothing as is. No value that you're using is being set.

    There's nothing magical about vectors, they're just a natural way of expressing things in any dimension. Adding 2 vectors together...
  12. Definitely not! Lookups will be ~400 TRILLION...

    Definitely not! Lookups will be ~400 TRILLION BILLION etc. times faster. Especially using a Vector of floats.
  13. Replies
    19
    Views
    12,305

    how did you derive this code? there's some weird...

    how did you derive this code? there's some weird flow going on there with setting Angle_out instead of returning a value from your conversion functions--that sort of stuff makes determining the state...
  14. Replies
    4
    Views
    1,052

    My best advice is steer clear of foam. I'm the...

    My best advice is steer clear of foam. I'm the author and I wrote it when I didn't know much about physics. lol.
  15. you need to put static method definitions in a...

    you need to put static method definitions in a class definition, so wrap the method in "public class YourClass { }" then reference via YourClass.getNPointsOnCircle.
  16. Replies
    79
    Views
    19,599

    I think my apathy for Adobe says a lot...

    I think my apathy for Adobe says a lot considering how much of my work has targeted the Flash platform over the past few years. I know plenty of developers who are seriously pissed at Apple, taking...
  17. Replies
    79
    Views
    19,599

    i think apple is acting very vindictively with...

    i think apple is acting very vindictively with the restriction that prompted this. to be perfectly honest, i don't really get it--this effects developers, and no one else. nobody else gives a ****....
  18. Replies
    88
    Views
    9,370

    Not much to add that hasn't been said. I simply...

    Not much to add that hasn't been said. I simply don't have that warm spot in my heart for Flash like I used to. I'm long since impressed with the creation software, the compiler sucks and the runtime...
  19. Replies
    4
    Views
    6,372

    if you know the interesction points with the...

    if you know the interesction points with the circle and the left and right of the screen, you can compute the center from those and the top points:...
  20. Replies
    59
    Views
    7,901

    neat!

    neat!
  21. Replies
    59
    Views
    7,901

    i'm not interested in anything mentioned in the...

    i'm not interested in anything mentioned in the 10.1 release: http://labs.adobe.com/technologies/flashplayer10/features.html

    udp support would be of interest if it wasn't some wonky, closed ****e....
  22. you could look into using my animation library...

    you could look into using my animation library which is all about animating along a path: http://blog.generalrelativity.org/actionscript-30/grape-animation-library/
  23. Thread: [Show] Hash

    by newblack
    Replies
    13
    Views
    11,028

    nothing constructive to add... it's a LOT of fun....

    nothing constructive to add... it's a LOT of fun. the violent screen shake makes dying surprisingly satisfying.
  24. Replies
    10
    Views
    3,763

    thanks, tomsamson, really good points. it's...

    thanks, tomsamson, really good points. it's actually a hard thing for us to judge, because a large amount of the feedback we get on our games is from people very familiar with the site. so they know...
  25. Replies
    12
    Views
    3,794

    it's not really any more complicated in those...

    it's not really any more complicated in those cases. for mutually exclusive attributes, you store a bit mask and since you're working with uints, priority can be handled natively by the value of the...
Results 1 to 25 of 246
Page 1 of 10 1 2 3 4




Click Here to Expand Forum to Full Width

HTML5 Development Center