PhysicsEngine | Cute little physics engine | Animation library
kandi X-RAY | PhysicsEngine Summary
kandi X-RAY | PhysicsEngine Summary
Cute little physics engine.
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QUESTION
I'm writing an n-body simulation as an exercise in C# using WPF and I ran into what seems like a fundamental design issue with displaying the results of my program.
I have an Entity class, which stores basic information like position, velocity, mass. Then there's the PhysicsEngine class which has an ObservableCollection of Entities and does all the maths. The problem arises when I have to bind the position of the Entities to some graphical elements to show their movement on screen. The distances in space are very big, so I obviously need to process the position information somehow and transform it to screen coordinates. As a quick hack, I added this to the Entity class:
...ANSWER
Answered 2020-Nov-26 at 06:40I ultimately did it with a MultiBinding and an IMultiValueConverter:
QUESTION
I am following the manual at http://box2d.org/manual.pdf to try and better understand how Box2D works but I have run into a problem. When I call m_body->CreateFixture it throws an exception when it tries to access the fixtureDef->shape because fixtureDef->shape is 0xCDCDCDCD. I am very confused because I am still learning Box2D and would love it if anyone could help explain.
Here are some important pieces of code to know from PhysicsEngine.h:
...ANSWER
Answered 2018-Dec-18 at 20:45You have uninitialized values in your objects. This creates in non debug build random values, in this case the pattern 0xCDCDCDCD
is a typical Visual Studio debug value for these uninitialized values.
You may want to use C++11 initialization capabilities as you don't provide a custom constructor. For instance:
QUESTION
I have a Visual Studio Solution containing several projects:
- Utils : DLL
- RendererEngine : DLL
- PhysicsEngine : DLL
- GameProject : EXE
The Renderer and Physics DLLs include the Utils DLL. Everything about the Visual Studio configuration wasn't a problem until I decide to create this GameProject (A Console Application project from Visual Studio). GameProject is going to make instance of exported classes from the Renderer and Physics engines.
If I want to make my GameProject link without a problem I need to include the include folder and .lib of my Utils DLL project. And I don't understand why.
Here the VS configuration screenshots :
Include Conf:
Lib Conf:
Is it normal that I have to make an include of a nested DLL in the Visual Studio configuration of the GameProject ? Does anyone had similar problem ?
...ANSWER
Answered 2018-May-02 at 22:57if your program (.exe) ONLY use stuff declared and/or defined by the interfaces of the dll's then there is no need for your program-build to be aware of anything that those dll's are using in their implementations.
However if anything from your utils-project is made visible in an interface-header of either dll and you use that in your program code ,then you have a depedency from your program to the utils.dll. Now you need to inform your build environment where to find stuff.
to be concrete:
if you need to include the directory of utils for your build ,then there is a include for a header-file from the utils-project in one or more of the headers of Renderer-
and/or PhysicsEngine
.
if you need to include the lib-file of utils for your build ,then there is call to one or more exported functions (or methods of an exported class) of the utils.dll
Solution : sanitize the interface-header files of your dll's
QUESTION
Im trying to create a PxFoundation and save it in my member variable "foundation" which is a std::shared_ptr. However upon creating the object I get this:
...ANSWER
Answered 2018-Feb-28 at 07:50Your foundation =
line isn't actually calling a constructor. It's trying to cast the raw pointer to a shared_ptr
using the syntax called a "functional cast" or "function-style cast" (#2 here), and then assign the result to the foundation
variable (which has already been default-constructed). That won't work because shared_ptr
has no cast from a raw pointer (to prevent it from accidentally taking ownership of things it shouldn't).
The best way to fix the problem is to use your constructor's initializer list to actually initialize foundation
with the pointer:
QUESTION
I have a situation where I'm moving a ball. However, after struggling with the queue that repaint() places paintComponent(Graphics g) in. I resorted to using paintImmediately. The problem now is that without access to super.paintComponent(g), I don't know how to clear the canvas each time before I paint. So one possible answer to my question would be a way to clear the canvas by itself. I also found that Threads could be a possible solution but after a great many attempts to implement that idea, I still don't understand that so if someone could show correct implementation for that I would be very grateful.
Here is my code:
...ANSWER
Answered 2017-Nov-09 at 19:37Your problem isn't the "paint queue", it's the fact that you're violating the single threaded nature of the API, by calling Thread.sleep
within the context of the EDT.
Instead of using for-loop
s with Thread.sleep
in them, you should make use of a Swing Timer
which updates the state of the variables paintComponent
relies on (and call repaint
)
Swing Timer
can be thought of a pseudo loop, whose ActionListener
is called within the context of the EDT, making it safe to update the UI from
Start by having a look at Concurrency in Swing and How to Use Swing Timers for more details
As a conceptual example...
QUESTION
I know if I do too many thing in update()
the consequence would be dropped frame rate below the target frame rate. But what would happen if I do the same thing in fixedUpdate()
?
Would it cause Unity's physicsEngine to mess up, or would it crash the program?
...ANSWER
Answered 2017-Feb-16 at 15:43The engine will stall while processing a heavy load (e.g. if you do an infinite loop) inside any function. Things which rely on Time.DeltaTime will start acting up if the frame rate drops too low. It won't really matter whether that's Update or FixedUpdate.
What you can do if you need a process to run a heavy load is to use an coroutines e.g. IEnumerator function and yield, which allows you to split processing over a number of frames, or to have some function called via a callback. e.g. if you have an AI check path 5 times a second you can either handle that in Update with a counter each frame or you can schedule a callback.
Basically, there's going to be limit in how much code you can run per frame without degrading performance. Clever rewriting should make that unnecessary. See if you can cache results of calculations or pre-calculate as much data outside play as possible.
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