cable = electric = sub != null;
I agree. And it can be proven mathematically. If you equate the gravitational force with the centripetal force:
F = GmM / (r^2) = m*(v^2) / r
Where G is the gravitational constant, m is the mass of the satellite, M is the mass of the sun, r is the radius of the orbit and v is the tangential velocity of the satellite.
Cancelling 'mās and 'rās.
G*M / r = v^2
Since G and M are constant, the speed is inversely proportional to the square root of the radius. The greater the radius, the smaller the velocity.
You can use v = w*r to find the angular velocity.
GM / r = (wr)^2
G*M / (r^3) = w^2
Hence the angular velocity is inversely proportional to the radius to the power 3 / 2.
It seems like youāve gone to a lot of effort to make the star types and positions, itād be a shame if your orbits werenāt right.
kepler
[tr][td]I already danced 20mins. There is not even a entry in the log file :(.
You know what? It was the code I wrote that bugged eclipse outā¦
package cjg.fworld.editor.project;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
public class ProjectFolder {
private static final Logger LOGGER = LoggerFactory
.getLogger(ProjectFolder.class);
private final Path folder;
private final List<ProjectFolder> subFolder, subFolderShadow;
ProjectFolder(final Path folder) {
this.folder = folder;
this.subFolder = new ArrayList<>();
this.subFolderShadow = Collections.unmodifiableList(subFolder);
try {
Files.newDirectoryStream(folder).forEach(
path -> subFolder.add(new ProjectFolder(path)));
} catch (final IOException e) {
LOGGER.error("Error loading subfolders.", e);
}
}
public List<ProjectFolder> getSubFolder() {
return subFolderShadow;
}
}
This wont compile and throws an error dialog in my face.[/td][td]But the moment I change the code,
eclipse works fine:
package cjg.fworld.editor.project;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
public class ProjectFolder {
private static final Logger LOGGER = LoggerFactory
.getLogger(ProjectFolder.class);
private final Path folder;
private final List<ProjectFolder> subFolder, subFolderShadow;
ProjectFolder(final Path folder) {
this.folder = folder;
this.subFolder = new ArrayList<>();
this.subFolderShadow = Collections.unmodifiableList(subFolder);
// try {
// Files.newDirectoryStream(folder).forEach(
// path -> subFolder.add(new ProjectFolder(path)));
// } catch (final IOException e) {
// LOGGER.error("Error loading subfolders.", e);
// }
}
public List<ProjectFolder> getSubFolder() {
return subFolderShadow;
}
}
[/td][/tr][tr][td]The only message I got:
[/td][td]I can even reproduce the failure.
- Go to https://www.eclipse.org/downloads/
- Download: eclipse-java-luna-SR2-win32-x86_64.zip
- Extract it. / Start eclipse.exe
- Create a new maven project
- Change the pom: http://pastebin.java-gaming.org/0f8ff1f482016
- Add the class: http://www.java-gaming.org/?action=pastebin&id=1242
- Set the jre / settings to 1.8
- tatata see the error after project rebuild
I uploded a sample project that throws the error for me. http://www.java-gaming.org/user-generated-content/members/292624/example-zip.jpg. Simply remove the faked .jpg extension, its a zip.
Are you able to reproduce the error? I run windows 7 64 bit.
This is my eclipse configuration: http://pastebin.com/tS45eez6
I only wrote this post to calm down, so have a nice day
-ClaasJG
(@EDIT: sry for the post layout.)[/td][/tr]

kepler
Yes but I wanted to show where it comes from. But also, yes Kepler will give you a more complete view of orbits.
I would guess if some of the objects have extremely varying mass such as a small neutron star and then two planets , issue there is you now have an object with a huge gravitational affect that would move the barycentre and most likely just end up eating the other planets.
I finished ThinMatrixās OpenGL tutorials and immediately went to convert my rouglelike game to 3d. And then everything started to fall aprat. All my code and tought i put into coming up with a way to make my game seem more 3d can now be thrown away, but without it, the whole structure doesnāt make sense. Im currently considering to completley start from scratch and drop LibGDX in favor of LWJGL. Itās just so overwhelming, and i want to put out some demo or next version of STS, but i keep coming up with new ideas that require me to restructure the whole code. Im sorry guys, this project wont be updated for another month i think :c But hey, when it finally does come out im sure it will look way better
EDIT: Will i be able to (in the future) change the title of my project thread?

Next thing you know youāre renting super computer time trying to model the universeā¦
Nah, itās actually pretty neat:
http://news.discovery.com/space/galaxies/mind-blowing-computer-simulation-recreates-our-universe-140507.htm
Itās impossible to have a completely accurate representation of our universe today, without using all of the energy currently in it, (http://infidels.org/library/modern/richard_carrier/entropy.html) and then some to compute it. But we can make a much smaller one like that.
I always thought itād be cool to have sort of a time travel system in a virtual reality that simulated our universe exactly to a point you wanted to go to, therefore you could know anything in the galaxy by entering a 4D vector to anything in space-time and observing it.
Alas, entropy killed my childhood dreams once againā¦
I spent 15 minutes or so fiddling around with JavaFX and making a simple web browser. It so far just loads URLs and refreshes pages, but I hope to add favorites and maybe separate tabs
I registered a bplaced.net account. Now I have no idea what to do with it.
So, I uploaded a small design-test: http://longor.bplaced.net/
Changed windows 8 to russian , reloaded , couldnt read russian , panicked , desperately used google translate to figure out what english (united kingdom) is , repeteadly spelt things wrong , over used commas , annoying long sequences, fixed computer , posted on java gaming.org.

Changed windows 8 to russian , reloaded , couldnt read russian , panicked , desperately used google translate to figure out what english (united kingdom) is , repeteadly spelt things wrong , over used commas , annoying long sequences, fixed computer , posted on java gaming.org.
Thatās probably the most exiting story Iāve heard today. :o
I finally got a sub 30 second rubikās time⦠26.5 to be precise. I had nobody else to share it with so I thought Iād tell you guys! Itās good day
Edit: Also just fixed THE most irritating, obscure, and stupid bug Iāve ever encountered. A string was being sent to a method from another method which was called from JNI (in Lua), so I think that inline string I sent was getting destroyed after the Lua stuff was done and made the game not display anything whenever I rendered that string. Wow. By far the most irritating bug Iāve ever seen in my life.
I did a lot of stuff today and yesterday, but one of the more fun stuff was adding detection for if the driver is overriding the number of multisampling samples. Basically, I create two small multisampled textures with different sample counts. If both those textures end up having the same sample count when queried, itās an indicator that the driver is ignoring the sample count and setting one based on a user setting in the driver. Since many of my shaders loop over the number of samples, it means that if the driver sets 8 samples but the game settings only have 2, the shaders will only process the first 2 samples, ignoring the rest. With the change, the sample count is updated to the driverās reported sample count if it is determined to be overriden.
Posting in this thread after a lot of days, but today I worked with my OOP GLFW Wrapper.
http://i.imgur.com/ZHivYfC.png
This is the new wrapper that is going into SilenceEngine to provide multi window support.
Implemented proper distance based soft shadows for Hardland. Quite happy that it also fixes light leak bugs with thin objects and cascades.
Algorithm works like this:
Blocker search: First calculate average distance using fixed size grid from pixel to blockers.
Calculate kernel size from average distance using light source size and shadow camera parameters.
Calculate occlusion using kernel size and spiral pattern. 32 samples using hardware pcf so total of 128 shadow comparision.
Comparision screenshot. http://screenshotcomparison.com/comparison/115815
Code ended up to be really neat.
#define samples 32
#define blockerSearchRadius 6
#define blockerSearchStep 6
float computeShadow( float4 viewPos)
{
float3 proj = mul(u_viewToShadowMap, viewPos).xyz
float distance = 0;
float n = 0;
[unroll]
for (int x = -blockerSearchRadius; x <= blockerSearchRadius; x += blockerSearchStep)
{
[unroll]
for (int y = -blockerSearchRadius; y <= blockerSearchRadius; y += blockerSearchStep)
{
float4 blockerDepth = u_texture0.Gather(samData, proj.xy, int2(x, y));
float4 diff = saturate(proj.z - blockerDepth);
distance += diff.x + diff.y + diff.z + diff.w;
float4 n4 = diff > 0.0;
n += n4.x + n4.y + n4.z + n4.w;
}
}
if (n == 0) // not in shadows
return 1.0;
float sunSize = 0.01;
float maxPenumbraSizeInMeters = 0.2;
float kernelSize = 0.001 + min((sunSize * shadowCameraSizeInMeters.z) * (distance / n), maxPenumbraSizeInMeters);
float2 size = (kernelSize / samples) / u_shadowCameraSizeInMeters.xy;
float angle = 0; // use your favorite rng here to dither.
float angleStep = 0.55;
float shadowTotal = 0;
[unroll]
for (int i = 0; i < samples; i++)
{
angle += angleStep;
float2 uv = proj.xy + i * size * float2(cos(angle), sin(angle));
shadowTotal += u_texture0.SampleCmpLevelZero(shadowSampler, uv, proj.z);
}
return shadowTotal / samples;
}
@pitbuller: That looks very nice. The smooth shading looks good, but the gameās lighting seems āover-bloomed.ā Very nice art style.

@pitbuller: That looks very nice. The smooth shading looks good, but the gameās lighting seems āover-bloomed.ā Very nice art style.
I have heard so many comments about bloom so maybe I should ask our artists to tune it bit down.