I'm playing and I was wondering about the initial ('lo, fire') response. How can I repeat the behavioral behavior? I think it's kind of a little.
I was thinking of starting a situation where the particles separate from each other and covered the walls. This sequence will begin with a fixed number of 'mutant' particles, and when these mutants collide with regular particles they will become mutants themselves. I can work some more fun things later on.
My problem is how to get started with this. I am planning to do the using the drawing elements of .NET in C #. (Although I am quite new to C # - if I have a different part, please tell me) but if there is a normal letter I
thanks, Ross
I think that you are on the right track with what you are thinking, one of the boxes will work fine. I can not imagine that you might have received papers on such a specific and simple matter, but probably for some techniques, but the backend implementation should be relatively simple than a renderer.
There is a particle around a simple method, where you store conditions and speed position = position + velocity * dt; Where DT is the change in time since the last frame, if you can then the renderer is set to be the best between the points, and you can do this ... it will reduce the issues of stability and detect the collision Will make it easy.
To reflect the particles of the wall, check whether the y component of its X components or position will exceed the limit and then flip the signal of the other component of velocity like
if (Math.Abs (position.x_component + velocity.x_component * Dt)> x_bound) velocity.y_component = -velocity.y_component; If (Math.Abus (Position.Y_component + velocity.y_component * dt) y_bound) velocity.x_component = -velocity.x_component;
If you have a constant DT, then it works very well, but if it changes, you will need to do more complex. Find the part of the vector outside the box on the collision point and face with the box which was collided.
Probing a distance is possible for each other to hit the particles, the reflection trigger after the distance is very small. That is, if they come very close, then they collide, reflect the velocity components like particle areas, so the difference between their position is normal for reflection.
You can also find useful on gamedev ...
Hope it helps.
Comments
Post a Comment