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6 votes
2 answers
858 views

Simulating a Solar System Using Command-Line Graphics

After a relative hiatus of around two years, I've decided to start delving back into the programming world; to start, I've appropriated one of my older projects, CLIGL, and have made a solar system ...
Ethan Bierlein's user avatar
13 votes
4 answers
572 views

Lines, intersections and terrible unit tests

I needed Line and LineF for the next stage of a project I'm working on, so I developed them. I also needed to determine if two ...
Der Kommissar's user avatar
6 votes
2 answers
294 views

Simulating gravitational attraction between bodies - follow up

I've decided to revisit a chunk of code I wrote a while back, and see what I could do to make some changes. As a result, I know have slow, but working piece of code which is able to simulate ...
Ethan Bierlein's user avatar
8 votes
2 answers
1k views

Roll-a-ball controller

I've been toying around with Unity 5 lately, and in an effort to start making an actual game, I've built a ball controller similar to the one found in the Unity tutorial Roll-a-ball. In essence, the ...
Ethan Bierlein's user avatar
15 votes
3 answers
1k views

Simulating gravitational attraction between bodies

I'm currently working on a simple simulator in Unity3D that involves planets orbiting each other. I wrote the following C# script to do that. It uses the classic gravitational formula, $$F=G\frac{...
Ethan Bierlein's user avatar
6 votes
4 answers
4k views

Rocket controller for a Unity game

I'm currently learning C# so I can make real games with Unity. This is the first C# program I've built in Unity. Essentially what is does is control the thrust, and rotation of a ...
Ethan Bierlein's user avatar
5 votes
3 answers
149 views

Determining vehicle jump landing quality

I am writing a game where a car drives and makes jumps. When a jump is landed, the player is rewarded if they land all four wheels either at the same time, or near to the same time. If they don't, ...
Nick Udell's user avatar
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