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Author Search Results: 'dELtaluca'

We found 5,087 matches.


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Viewing 1-30 of 5,087 matches. 1 | 2 | 3 | 4 | 5 | 6 | 788170

1.

None

Topic: The Flash 'Reg' Lounge

Posted: 10/06/08 01:29 PM

Forum: Flash

At 10/6/08 01:25 PM, liaaaam wrote: English:
- UK + Isles (Isle of Man, etc)
- North America (Incl. Canada)

- South africa + other nations
- Australia + New zealand


2.

None

Topic: The Flash 'Reg' Lounge

Posted: 10/06/08 12:24 PM

Forum: Flash

At 10/6/08 12:21 PM, Toast wrote: Languages

I'm learning italian because half of my family is italian and it'd be nice to talk to them properly, they're english is about as good as my italian as it stands (which is pretty good but still :P)

Besides that, I simply find learning languages interesting.


3.

None

Topic: The Flash 'Reg' Lounge

Posted: 10/05/08 03:33 PM

Forum: Flash

Nah, let's continue!

The Flash 'Reg' Lounge


4.

None

Topic: The Flash 'Reg' Lounge

Posted: 10/05/08 10:39 AM

Forum: Flash

At 10/5/08 10:37 AM, SweetSkater wrote: What I don't see the logic in, is that Jesus was Jewish. And Christians believe in Jesus.
So why would Christians not become Jewish.
Why are there Christians?

clearly you know very little of the christian religions

Answer = Church money scam.

although i do agree there ;p


5.

None

Topic: The Flash 'Reg' Lounge

Posted: 10/05/08 05:00 AM

Forum: Flash

At 10/5/08 04:54 AM, Duchednier wrote: HAIII GAIZ!!!

I like!

maths shit

you math nerds

on a tangent; note the use of the word 'math' as opposed to 'maths' there, that is not because i'm reverting to american spelling, but that in this context i am using the word 'mathematical' as opposed to 'mathematics' which has a sit's shortened form, 'math' as opposed to 'maths'


6.

None

Topic: Angular Velocity Physics

Posted: 10/04/08 09:55 AM

Forum: Flash

the frictional force in a collision like this is what causes the change in angular velocity;
the angular velocity also effects the frictional force; and the frictional force will also incur a change in linear velocity.


7.

None

Topic: Any Drummers out there??

Posted: 10/02/08 05:22 PM

Forum: General

I've played drums for approaching 8 years i'd guess (can't remember honestly when i started taken gaps into account)

my kit a few months back when skins we're new and kit was set up slightly differently to now

Any Drummers out there??


8.

None

Topic: Coding Gravity to a point

Posted: 10/01/08 06:45 PM

Forum: Flash

At 10/1/08 06:22 PM, Hadar1989 wrote: are you sure the acceleration depends on the mass?

I'm dividing by the mass since i described it as being the force that was proportional:

F = kf(x), so the acceleration would be a = k/mf(x)

Ofcourse, in the case of gravity; k would also be dependant on m and would work out as being being invariable with respect to m :P


9.

None

Topic: Coding Gravity to a point

Posted: 10/01/08 06:16 PM

Forum: Flash

your engine considers only the velocities of the objects, you need to modify it to handle acceleration aswell, if you cannot do that; then you need to go learn some basic physics first ;)


10.

None

Topic: Coding Gravity to a point

Posted: 10/01/08 06:00 PM

Forum: Flash

if you want to follow physical models of such things, then you will have a force of gravity that is inversely proportional to the distance between the centre of masses squared in the direction of the other body for all gravity wells or whatever it is you're calling them, and for air resistance, a force in direction opposite that of motion proportional to the velocity squared.

let dx,dy denote the vector from an object to a gravity well, the acceleration experianced is given by
ax = dx*dl;
ay = dy*dl;

where
dl = K/m*(dx*dx+dy*dy)^(-3/2)
and K is a constant and m is the mass of the object

let vx,vy denote the velocity vector of an object, the resistance to motion will be given by the acceleration
ax = vx*dl;
ay = vy*dl;

where
dl = -K/m*sqrt(vx*vx+vy*vy)
and K is a constant and m is the mass of the object


11.

None

Topic: isometric engine design help

Posted: 10/01/08 12:57 PM

Forum: Flash

Note also that this is a general transformation into a 2d basis defined by R B and P.
In an isometric projection, it will degenerate: in this case Ry = By, and Rx = -Bx; but it doesn't matter since it is all calculated once for matrix values. Just to mention that R and B may be any vectors that are not colinear and this will still work :P


12.

None

Topic: isometric engine design help

Posted: 10/01/08 12:49 PM

Forum: Flash

Basicly, you have your tile coordinate system (space) in which (0,0) refers to top left of tiles, and (x,y) refers to the top-left of the tile in the y'th row and x'th collumn

You then have the projected space which is the result of transforming the tile coordinate system so that it is in screen coordinates for rendering basicly.

You can see the two spaces in the flash, and how moving mouse around in the bottom right one displays the position in tile-space and vice-versa. The top left is moved and scaled so that it isn't super tiny as it would be if represented properly in screen space (Since without scaling and moving it, the tile-space image would only cover an 8x8pixel area at top left of screen)

Link to Flash

You can also see the two transformation matrices, T is the one that goes from tile space to projected space, and T^-1 is the other way round.

R refers to the value of the red vector in the projected space, and B the value of the blue vector in the projected space with P being the coordinate of the origin in projected space.

You can see how going from a position of (x,y) in tile space, gives you a position in the projected screen space of (P + xR + yB) and that is the basis of the transformations:

Letting the values of P R and B be represented as Px,Py Rx,Ry Bx,By the two transformations become the matrices

= [Rx Bx Px]
T = [Ry By Py]
= [0 0 1 ]

and

-1 [a b c]
T = [d e f]
= [0 0 1]

where you can calculate the values for T^-1 as:

var idet:Number = 1/(Rx*By-Bx*Ry);
var a:Number = By*idet;
var b:Number = -Bx*idet;
var c:Number = (Bx*Py-By*Px)*idet;
var d:Number = -Ry*idet;
var e:Number = Rx*idet;
var f:Number = (Ry*Px-Rx*Py)*idet;

and hence you're two transformations on the vector (x,y,1) as being

//From tile to projected
var x2:Number = Rx*x+Bx*y+Px;
var y2:Number = Ry*x+By*y+Py;

//From projected to tile
var x2:Number = a*x+b*y+c;
var y2:Number = d*x+e*y+f;

if you project mouse coordinate into tile space, and take the integer part; you will have the indices relating to which tile it is on: so if the coordinate of mouse in tile space is

(12.68,7.18) the tile it is over is in the 7th row, and 12th collumn


13.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/30/08 07:44 AM

Forum: Flash

How much of this spam is going to be deleted then? :P I'll contribute with a non-spam issue

Riding bike in pissing down rain; man i'm soaking wet, and that's just from a 10mile ride >.> socks sopping wet lol.


14.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/30/08 02:23 AM

Forum: Flash

wow still not there i assumed by the time i woke up it'd have come and gone :P


15.

None

Topic: Mathamatics help! :(

Posted: 09/29/08 05:54 PM

Forum: General

At 9/29/08 05:49 PM, John12346 wrote: It's pretty simple. You just have to use four lines instead of two, like so...

that system does not have 4 solutions, none of those 4 points you highlight are solutions; a solution to a system of linear equations is one in which all equations are satisfied, in your example there, for each of your proposed solutions only two out of 4 equations are satisfied.

it is IMPOSSIBLE for a system of linear equations to have anything other than zero, one or infinitely many solutions.


16.

None

Topic: Mathamatics help! :(

Posted: 09/29/08 05:28 PM

Forum: General

It is imposible for a system of linear equations to have anything other than a single solution, no solution or infinitely many solutions.


17.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/29/08 05:23 PM

Forum: Flash

I don't not not concur.


18.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/29/08 04:30 PM

Forum: Flash

Not unless there have been ALOT of deleted posts, considering we are on 1335 atm


19.

None

Topic: Back Face Culling by 3d Normals?

Posted: 09/29/08 09:34 AM

Forum: Programming

For backface culling you needn't even have the normal or points translated to camera space, nevermind 2d space, it can be done all in world space.

Given a surface normal N and a point P (any point on the surface's plane even, needn't be on the surface itself!) and a camera position C, you have

(C-P).N > 0 (or conversely, (P-C).N < 0)

if that is satisfied, then it is front facing (0 is perpendincular and also excluded from front-face test since it would be redundant to render it) so really, after doing frustum culling, you then perform this front-face test, and if it is front-facing, proceed to transform into camera space and do whatever else you need to do to render it.


20.

None

Topic: change a var inside a function? As2

Posted: 09/28/08 03:34 PM

Forum: Flash

At 9/28/08 03:02 PM, CyberXR wrote: But what acyally does the :Void doing?

It is declaring that function should not return any data.


21.

None

Topic: For loop/hittest not working

Posted: 09/27/08 02:51 PM

Forum: Flash

At 9/27/08 01:54 PM, andy70707 wrote: no, i is the variable for the for loop

Which you aren't actually using at all.

You're code is kind of the equivalent of giving someone directions to town, and then simply tell them to go around a roundabout 100 times then stop.

I'm not going to tell you how to fix your code, because it is a horrible method of doing what you are intending; to iterate over clips in this manner, when generating the clips you should be storing them an array to be iterated over; it's much cleaner, better practice, and also runs faster.


22.

None

Topic: Best/worst Version Of Flash, Ever?

Posted: 09/25/08 01:17 PM

Forum: Flash

MX2004 introduced AS2.


23.

None

Topic: Animals can turn emo

Posted: 09/25/08 12:55 PM

Forum: General

At 9/25/08 11:55 AM, Lorkas wrote: They weren't emotional because To Be Emotional You Need To Have Emotions. which animals don't have.

Most blatant example of animal emotions; fear, if you tell me you've never seen an animal that is afraid; you are simply lying.


24.

None

Topic: Calculating PI

Posted: 09/25/08 09:46 AM

Forum: Flash

At 9/25/08 09:03 AM, DashDingo wrote: insults

To be fair, the topic started did say he was interested in calculating pi beyond 14 decimal places, so your response in calculating pi was rather redundant really.


25.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/24/08 12:34 PM

Forum: Flash

At 9/24/08 12:04 PM, mwmike wrote: IQ Test

last one i did (not a random shitty google search one, one from a high iq society whatever you want to call them pretentious twats) i got 146


26.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/23/08 05:05 PM

Forum: Flash

At 9/23/08 04:56 PM, tommattox wrote: Learner test:

Here's my results; there were very few i could answer midway on, it was either 0 or 2 for the vast majority of them :P

The Flash 'Reg' Lounge


27.

None

Topic: I made string.

Posted: 09/23/08 03:02 AM

Forum: Flash

http://spamtheweb.com/ul/upload/230908/2 8905_sillyfiq.php

Here's my addition; put together quickly in 5minutes ;)


28.

None

Topic: Flash Player 10.

Posted: 09/22/08 02:39 AM

Forum: Flash

I've already played around with most of this stuff in the alpha release through Flex :P


29.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/21/08 04:44 PM

Forum: Flash

I got a 3 on my first try of that colour thing :)


30.

None

Topic: Accurate hitTest

Posted: 09/20/08 12:13 PM

Forum: Flash

The only utilities flash provides for collision detection is bounding box intersection tests, and a point in graphic intersection test, you've encountered first; the second;

AS1/2 hitTest(x,y,true);
AS3 hitTestPoint(x,y,true);

the boolean states you want to test against the shape of the graphic as opposed to it's bounding box.

AS provides no alternative utilities for intersection tests; you need to build them yourself if you want anything more complex, if you want more information, ask; i can't be bothered to start ranting if it's to no end.


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Viewing 1-30 of 5,087 matches. 1 | 2 | 3 | 4 | 5 | 6 | 788170