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Groups > comp.programming > #5367 > unrolled thread

patroling space recipe

Started byfir <profesor.fir@gmail.com>
First post2015-04-01 06:58 -0700
Last post2015-04-03 00:08 -0700
Articles 3 — 2 participants

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  patroling space recipe fir <profesor.fir@gmail.com> - 2015-04-01 06:58 -0700
    Re: patroling space recipe Uncle Steve <stevet810@gmail.com> - 2015-04-01 18:07 -0400
      Re: patroling space recipe fir <profesor.fir@gmail.com> - 2015-04-03 00:08 -0700

#5367 — patroling space recipe

Fromfir <profesor.fir@gmail.com>
Date2015-04-01 06:58 -0700
Subjectpatroling space recipe
Message-ID<048bba75-6985-4edf-9bd5-f9f1e774c3a9@googlegroups.com>
I am lurking long time to do that

probably it is not so hard to do 
also is not so easy

you got small starship (say 10 meters 
long) you also need some small cosmic 
station or 'buoy' in space

the ship has to fly around the buoy
(not sure how far probably about 500
meters, and waste a time - but in general 
its movement should look nice, 

It could probably slowdown and 
acclelerate and move gracefully

I need a recipe for this movement when basic
operations you have is 

MoveForvard(float distance)
StrafeRight(float distance)
StrafeUp(float distance)

MoveYaw(float distance)
MovePitch(float distance)
MoveRoll(float distance)
// (you know whats that, isnt, you)

you may asume 50 frames per
second

void MoveShip()
{
  static frame = 0;

  MoveForvard(1.0); //50 m/s forward

  //... what recipe here ?

  frame++;

} 

(fir)

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#5372

FromUncle Steve <stevet810@gmail.com>
Date2015-04-01 18:07 -0400
Message-ID<9e2dcd36ccee724-431c3@gmail.com>
In reply to#5367
On Wed, Apr 01, 2015 at 06:58:07AM -0700, fir wrote:
> I am lurking long time to do that
> 
> probably it is not so hard to do 
> also is not so easy
> 
> you got small starship (say 10 meters 
> long) you also need some small cosmic 
> station or 'buoy' in space
> 
> the ship has to fly around the buoy
> (not sure how far probably about 500
> meters, and waste a time - but in general 
> its movement should look nice, 
> 
> It could probably slowdown and 
> acclelerate and move gracefully
> 
> I need a recipe for this movement when basic
> operations you have is 
> 
> MoveForvard(float distance)
> StrafeRight(float distance)
> StrafeUp(float distance)
> 
> MoveYaw(float distance)
> MovePitch(float distance)
> MoveRoll(float distance)
> // (you know whats that, isnt, you)
> 
> you may asume 50 frames per
> second
> 
> void MoveShip()
> {
>   static frame = 0;
> 
>   MoveForvard(1.0); //50 m/s forward
> 
>   //... what recipe here ?
> 
>   frame++;
> 
> } 

You can simplify the problem considerably if you choose a frame of
reference in which the spaceship is at rest.  Then, translate or
rotate space about the spaceship in any way you like.  With this
method I am fairly sure that you will achieve framerates far in excess
of your baseline rate, and which ought to leave plenty of computer
horsepower for things like player missles and such.



-- 
A farmer has twelve workers who require three weeks to harvest the
farmer's fields.  The farmer eats four workers.  How long will it take
him to harvest his crops if all of the other independent variables
remain constant?

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#5373

Fromfir <profesor.fir@gmail.com>
Date2015-04-03 00:08 -0700
Message-ID<3e044ea3-0b12-4673-9128-f1a83ff41c34@googlegroups.com>
In reply to#5372
W dniu czwartek, 2 kwietnia 2015 15:22:37 UTC+2 użytkownik Uncle Steve napisał:
> On Wed, Apr 01, 2015 at 06:58:07AM -0700, fir wrote:
> > I am lurking long time to do that
> > 
> > probably it is not so hard to do 
> > also is not so easy
> > 
> > you got small starship (say 10 meters 
> > long) you also need some small cosmic 
> > station or 'buoy' in space
> > 
> > the ship has to fly around the buoy
> > (not sure how far probably about 500
> > meters, and waste a time - but in general 
> > its movement should look nice, 
> > 
> > It could probably slowdown and 
> > acclelerate and move gracefully
> > 
> > I need a recipe for this movement when basic
> > operations you have is 
> > 
> > MoveForvard(float distance)
> > StrafeRight(float distance)
> > StrafeUp(float distance)
> > 
> > MoveYaw(float distance)
> > MovePitch(float distance)
> > MoveRoll(float distance)
> > // (you know whats that, isnt, you)
> > 
> > you may asume 50 frames per
> > second
> > 
> > void MoveShip()
> > {
> >   static frame = 0;
> > 
> >   MoveForvard(1.0); //50 m/s forward
> > 
> >   //... what recipe here ?
> > 
> >   frame++;
> > 
> > } 
> 
> You can simplify the problem considerably if you choose a frame of
> reference in which the spaceship is at rest.  Then, translate or
> rotate space about the spaceship in any way you like.  With this
> method I am fairly sure that you will achieve framerates far in excess
> of your baseline rate, and which ought to leave plenty of computer
> horsepower for things like player missles and such.
> 
> 

I need maneuvres/moves not for player ship 
but for side bots, I dont worry abut efficiency (this is cheap) i only need
it to look fine.. Need to define some fine looking movement behaviours in code that
calls to the simple 6 movements: yaw, pitch, roll, forward, right, up


> 
> -- 
> A farmer has twelve workers who require three weeks to harvest the
> farmer's fields.  The farmer eats four workers.  How long will it take
> him to harvest his crops if all of the other independent variables
> remain constant?

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