Ogre3D + Bullet (OgreBullet) | Spherical / Relative Gravity


I'm working on an Ogre3D + Bullet project that involves planets in a
solar system. For all intents and purposes, I'm looking to give each
planet it's own gravity sphere.So far, all I've found are ways to
change the "general" gravity Vector3 for the entire scene, but that's
it.While I'd hope to add air friction and other physics later on, for
now I just want "prioritized" gravity, like in this video
(link).You'll note that the floor in the video has gravity, but when
he jumps near the spher

I've started using jMonkey engine recently, which is very nice. But
I got stuck trying to implement relative gravity.


I want
to make planets orbiting around each other (not necessarily in
perfectly circular orbit, depends on velocity). So every object should
affect other objects.


What I have right now:

/>

turning off global gravity

/>bulletAppState.getPhysicsSpace().setGravity(Vector3f.ZERO); />

initializing spheres and adding to physics
space


Sphere sphere = new Sphere(50, 50, 5); />Geometry sun = new Geometry("Sun", sphere);
sun.setMaterial(st
Programming Languages

How can i put textview with id="naslov" to the center? I also tried
with layout_gravity="center" but that doesn't work either.

/><RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/android" />android:layout_width="fill_parent" />android:layout_height="fill_parent">
<TextView

android:id="@+id/naslov"

android:layout_width="wrap_content"

android:layout_height="wrap_content"

android:textSize="20dip"
android:text="Povzetek"

android:gravity="center"/>
<TextView

android:id="@+id/aha"
android:layout_width="wrap_content" /> and
Programming Languages

I need to find the relative roll and pitch angles (factorization R
= R(roll)*R(pitch)*R(yaw)) around the devices y- and x-axes between
two frames of a video stream on an iPad 2.
The values returned
by the CMAttitude object of the current frame after applying the
multiplyByInverseOfAttitude method with the reference frame are not
sufficient for my needs, since they drift significantly while the iPad
is fixed in a dock.


Thus, I would like to compute the roll
and pitch angles from the gravity vectors of the two frames, which
seem to be much more stable.


I know how to compute the
roll and pitch angles of both frames relative to the world coordina

Operating Systems

LiveScience.com - In a discovery that could turn science on
its head, researchers now find that you are a better judge of how
objects fall when you are upright than when you lay on your side. />View the Entire Article
Internet

LiveScience.com - In a discovery that could turn science on
its head, researchers now find that you are a better judge of how
objects fall when you are upright than when you lie on your side. />View the Entire Article
Internet
I'm working on an Ogre3D + Bullet project that involves planets in a
solar system. For all intents and purposes, I'm looking to give each
planet it's own gravity sphere.So far, all I've found are ways to
change the "general" gravity Vector3 for the entire scene, but that's
it.While I'd hope to add air friction and other physics later on, for
now I just want "prioritized" gravity, like in this video
(link).You'll note that the floor in the video has gravity, but when
he jumps near the spher
Game Development

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