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

Related to : Ogre3D + Bullet (OgreBullet) | Spherical / Relative Gravity
Relative gravity
Game Development

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
Android relative layout problem with gravity
Game Development

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
Roll and pitch relative to a reference frame from two gravity vectors on iOS
Game Development

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

Your Perception of Gravity Is All Relative, Study Finds (LiveScience.com) :
Game Development

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

Your Perception of Gravity Is All Relative, Study Finds (LiveScience.com)
Game Development

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

Ogre3D + Bullet (OgreBullet) | Spherical / Relative Gravity
Game Development
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

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