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making a car

Discussion in 'Programming' started by JiNX, Dec 4, 2001.

  1. 2COOL4-U

    2COOL4-U New Member

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    I don't know what that would be in Dutch ;). But I'll take the study in which Maths and Physics are the most important subjects
     
  2. +RIP+Botje

    +RIP+Botje New Member

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    /me belgian, 15y , need a hint, call me :)
    icq 55796362
     
  3. JiNX

    JiNX Omniscient

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    i havent had trigonemetry yet in school yet, im still in algebra 2, im sixteen, and that vector stuff is confusing, thats why its taking me forever to get this to work.
     
  4. Eater1

    Eater1 Coder

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    PlayerPawn is only easier if you're going to make a multiplayer mod. The biggest problem with PlayerPawns is that their collision detection is screwy... Usaar, I wouldn't use traces if I were you. I tried it before and almost went crazy. Besides the fact that it's not very economical virtual memory-wise, it's also very unclean.

    Eater.
     
  5. +RIP+Botje

    +RIP+Botje New Member

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    how about a redeemer-like vehicle?
    like they do in strangelove?
    can't be hard to "glue" it to the ground?
     
  6. 2COOL4-U

    2COOL4-U New Member

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    It's harder than you think
     
  7. RestInPieces

    RestInPieces New Member

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    I'm 15, in germany we had this stuff in 8th grade (I'm 10th right now)... if you want, icq me and tell me what you want to know and i will try to write a short explanation about it.
    ICQ# 125420057
    P.S. Your teacher is a sucker
     
  8. 2COOL4-U

    2COOL4-U New Member

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    I'll get that stuff next year(In the beginning of 2002). I found it in my 2nd Maths book for this school year.

    I am getting more and more the feeling that they're trying to keep us stupid. I mean we spend one completele chapter on the tangens, why not combine it with Cosine and Sine. I wish I had a better Maths book...
     
  9. Eater1

    Eater1 Coder

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    It's because the math program in American schools is slower than most European schools.

    Eater.
     
  10. +RIP+Botje

    +RIP+Botje New Member

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    lol
    2COOL4-U lives in the NETHERLANDS :)
    ( so he lives in Europe ;)
     
  11. Captain Kewl

    Captain Kewl I know kewl.

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    Heh. My high school math is swiss cheese -- it also didn't help that I spent half my high school career in New York and the other in New Jersey, the former having a completely ass-backward, incompatible math sequence that no other state in the US uses anymore. I went into college having never taken Geometry nor studied matrices. Did wonders for my performance in my computer graphics class.
     
  12. usaar33

    usaar33 Un1337

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    Well, I am three grades ahead of myself currently... By graduation, I should have gotten to Calc 3/4... hopefully, I'll even get higher.

    Eater,
    1) traces are the only way to test collsion.
    2) It is a lie that they waste system resources. a foreach allactors() uses at least 20x the CPU time as one of my tracers.
    3) Unclean? Depends on how you write them. I used a nice for loop.
    4) it worked quite well for me. I have since switched to 7 traces. I have collision bugs, but alas, there is nothing else I can do.
     
  13. Eater1

    Eater1 Coder

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    Well, the other way to test collision is with the allactors(...) or radiusactors(...) arguement and some nice math with the collision cylinders, but I really don't know how the native Unreal code tests for collision with world geometry. If it works for you, have fun, but you're going to have those collision bugs.

    Eater.
     
  14. usaar33

    usaar33 Un1337

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    last time I checked, actor iterators do not return walls... :rolleyes:


    And native unreal code uses a trace() call with an extent.
    extent.x=collisionradius
    extent.y=collisionradius
    extent.z=collisionheight
     
  15. Eater1

    Eater1 Coder

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    ...thats why I said "but I really don't know how the native Unreal code tests for collision with world geometry" - because the allactors thing doesn't return walls.
    About that trace thing, could you enlighten us how to do a trace with an extent, and how exactly that works?

    Eater.
     
  16. usaar33

    usaar33 Un1337

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    acording to Mongo, it creates a box (I believe cylinder however...), with the vector components. It never rolls. So the box's length is x, its width y, and its height x). It then moves this box along the trace line and sees when it collides.

    Ok, so programming wise it doesn't actually work exactly like that. but that is what the hitlocation is based off of...
     
  17. Sonja

    Sonja New Member

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    UnrealEd -> RightMouseClick on window top bar thingie -> Actors -> Radii View :confused:
     
  18. 2COOL4-U

    2COOL4-U New Member

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    uhh OK :rolleyes:
    I suppose you're not a coder :p
     
  19. Eater1

    Eater1 Coder

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    That's pretty cool... I'll have to play around with that a bit, I'm sure I could find a good use for that. But if it's that simple, then why is the collision detection for the PlayerPawn so screwed up (anyone who's ever worked with PlayerPawns will know that the HitWall(...) function is called rather... selectively...)?

    Eater.
     
  20. usaar33

    usaar33 Un1337

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    ha. I believe it is never called. Personally, I would just do a trace with an extent..
     

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