ehhm
1) the spehere is not on the ground
2) i have the gravitation force and buoyancy force.
i link multiple sheres togehter to make a object physical "swim"
hey i need a formula to calculate the new velocity and rotation speed if i apply a force to a sphere (velocity and rotation speed are vectors).
i have the position of the sphere and force and the x/y/z "speed" of the force and the mass of the sphere.
would be cool if someone can help me
oh and i need it for 3d
0.7 is out soon (had nothing to do x.x)
ignores comments and multi line comments (/* */) but doesn't change it to / / because it can cause errors (for example: double foo = /*10*/20; would be fixed foo = / /1020; => error)
also removes Windows and Microsoft
and a endless loop bug is fixed (caused by Min and Max and Abs)
a version without the bug can be found on the asset link
hey i started with XNA 4 and made a simple particle system () but fading/alpha only works with BlendState.Additive and not with the others. i allready tryed some things (like color*0.4f etc) but i can't get it to work :(
plz help
PS: merry xmas :)
EDIT: found it out my self....
for everyone who need it
public Color ToColor()
{
return new Color((float)this.R / 255, (float)this.G / 255, (float)this.B / 255) * (float)(this.A / 255);
}
0
ehhm
1) the spehere is not on the ground
2) i have the gravitation force and buoyancy force.
i link multiple sheres togehter to make a object physical "swim"
0
no that's the problem else there would be no rotation speed
0
plz fast answer :(
0
hey i need a formula to calculate the new velocity and rotation speed if i apply a force to a sphere (velocity and rotation speed are vectors).
i have the position of the sphere and force and the x/y/z "speed" of the force and the mass of the sphere.
would be cool if someone can help me
oh and i need it for 3d
0
hahaha you realised the MOVIE xD
0
hide the whole UI and create a dialoge and insert the minimap using a library from assets (sry i don't remember the name of the asset)
0
0.7 is out soon (had nothing to do x.x)
ignores comments and multi line comments (/* */) but doesn't change it to / / because it can cause errors (for example: double foo = /*10*/20; would be fixed foo = / /1020; => error)
also removes Windows and Microsoft
and a endless loop bug is fixed (caused by Min and Max and Abs)
a version without the bug can be found on the asset link
0
it doesn't convert the whole code to galaxy (i mean the basic sc2 scripting language) it only change the basic things like double to fixed etc.
oh yea i just write in Point an it get highlited so my bad
static is also highlited in the editor so i let it.
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C# to Galaxy Converter v0.6
Asset: http://www.sc2mapster.com/assets/c-galaxy-converter/
This is a simple tool that replaces the basic C# names with Starcraft 2 Galaxy names and makes your life easier.
I made this tool because i need some of my c# code in sc2 and got sick and tired of changing all this variables and etc.
a small example:
Input:
Output:
Requires Windows and min NetFrame 3.5
Currently Supports:
Update v0.65:
if you know other things post it here
thanks to:
s3rius (Quote: The variable type is 'point' and not 'Point')
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Diablo3 for sure and may Bulletstorm
0
hmm
may i make a simple bechmark for sc2 functions
0
hey i started with XNA 4 and made a simple particle system () but fading/alpha only works with BlendState.Additive and not with the others. i allready tryed some things (like color*0.4f etc) but i can't get it to work :(
plz help
PS: merry xmas :)
EDIT: found it out my self....
for everyone who need it
public Color ToColor()
{
return new Color((float)this.R / 255, (float)this.G / 255, (float)this.B / 255) * (float)(this.A / 255);
}
0
red minerals? :O
a model or a unit?
0
it says you posted something but i can't find it :o
0
for integer y 1 to 10 do
create 1 unit at point yourpoint offset by x and 36 * y angle