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College is out!

Posted: Thu Dec 06, 2007 2:37 am
by AndrewAPrice
My T key doesn't do anything if I press it on the bottom left side.. There must be something stuck under it.

Anyway.. I had my last day of college until February next year.

I had a 3D maths exam. It was broken into vectors, matrices, quaternions, physics, and space partitioning.

One of the questions asked us to make a 35* Y rotation quaternion, and I forgot how to, but I remembered how to make a rotation matrix and how to convert that in a quaternion so I did it the hard way :D

And the physics was just to do with movement (and to think I studied collision :(). I screwed up one of the questions, since it gave info like the current position, the last position, the speed of acceleration (in per seconds), the number of updates per second, and we had to calculate where he object was after 2 updates. There's a quick and simple Verlet intergration formula to work it out, but at the time it didn't come into my head so I made up my own formula. It might not be how we were taught, or as optimised as verlet, but I hope my answer is still right :lol: (I took all the variables into account).

And I had a haircut today. They cut about half the length of my hair off. It always feels weird after having a haircut because you have to get use to less hair.

Posted: Thu Dec 06, 2007 2:45 am
by JamesM
Collision physics annoys me. I have made a small physics simulator but it gets stuck when simulating newton's balls - when >2 collisions occur simulaneously it starts to die a painful death :(.

I use euler integration myself, but that's only because I haven't found a formula to apply linear verlet integration to rotational physics.

How do you do it?

Posted: Thu Dec 06, 2007 3:00 am
by AJ
JamesM wrote:it gets stuck when simulating newton's balls
[triestostiflelaugh] :lol: :-#

Posted: Thu Dec 06, 2007 4:17 am
by JamesM
Honestly, how childish! While writing that I made a mental note to check if anyone chortled about it. You are teh w!n!!! :D

Posted: Thu Dec 06, 2007 6:10 am
by AndrewAPrice
JamesM wrote:Collision physics annoys me. I have made a small physics simulator but it gets stuck when simulating newton's balls - when >2 collisions occur simulaneously it starts to die a painful death :(.

I use euler integration myself, but that's only because I haven't found a formula to apply linear verlet integration to rotational physics.

How do you do it?
Have you tried using quaternions to represent rotations?

Then try:

Angular Velocity * delta time = ∆Θ(delta time) * axis of rotation

momentum of rotation = ((Axis of Rotation) cross product with(collision normal)) * Angular Velocity * radius it is spinning around * mass

Posted: Thu Dec 06, 2007 6:27 am
by JamesM
Hmm, interesting! I must admit the only thing I have ever used quaternions for is SLERP (spherical linear interpolation) and then only under constant scrutiny of several tutorials! I may give them a go.

Posted: Thu Dec 06, 2007 6:30 am
by Zacariaz
My head hurts...

On that note im starting a math and a english class in the new year, so hope fully my head wont hurt as much when i start at the prestart curse for DTU "danish technologic universite" (i really need that english class) after the summer vecation.

Posted: Thu Dec 06, 2007 6:31 am
by AJ
JamesM wrote:Honestly, how childish!
:oops:

Posted: Thu Dec 20, 2007 12:43 am
by AndrewAPrice
I've finally got all of trimester 3 grades back:

Code: Select all

DES202 - Game Level Design                  P
GAM203 - Games Programming II               HD
GAM204 - Mathematics for Games Programming  HD
INT202 - Scripting & Storyboarding          D
That's 2 high distinctions, 1 distinction, and 1 pass.

A pass?!? That lecturer :evil: :cry: So I'm a great programmer and crappy level designer? :?