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IA

A topic by Dakshdd created Oct 28, 2020 Views: 165 Replies: 6
Viewing posts 1 to 6

#define NUM_PARTICLES 1
// Two dimensional vector.
typedef struct {    float x;    float y;
} Vector2;
// Two dimensional particle.
typedef struct {    Vector2 position;    Vector2 velocity;    float mass;
} Particle;
// Global array of particles.
Particle particles[NUM_PARTICLES];
// Prints all particles' position to the output. We could instead draw them on screen
// in a more interesting application.
void  PrintParticles() {    for (int i = 0; i < NUM_PARTICLES; ++i) {        Particle *particle = &particles[i];        printf("particle[%i] (%.2f, %.2f)\n", i, particle->position.x, particle->position.y);    }
}
// Initializes all particles with random positions, zero velocities and 1kg mass.
void InitializeParticles() {    for (int i = 0; i < NUM_PARTICLES; ++i) {        particles[i].position = (Vector2){arc4random_uniform(50), arc4random_uniform(50)};        particles[i].velocity = (Vector2){0, 0};        particles[i].mass = 1;    }
}
// Just applies Earth's gravity force (mass times gravity acceleration 9.81 m/s^2) to each particle.
Vector2 ComputeForce(Particle *particle) {    return (Vector2){0, particle->mass * -9.81};
}
void RunSimulation() {    float totalSimulationTime = 10; // The simulation will run for 10 seconds.    float currentTime = 0; // This accumulates the time that has passed.    float dt = 1; // Each step will take one second.        InitializeParticles();    PrintParticles();        while (currentTime < totalSimulationTime) {        // We're sleeping here to keep things simple. In real applications you'd use some        // timing API to get the current time in milliseconds and compute dt in the beginning         // of every iteration like this:        // currentTime = GetTime()        // dt = currentTime - previousTime        // previousTime = currentTime        sleep(dt);
        for (int i = 0; i < NUM_PARTICLES; ++i) {            Particle *particle = &particles[i];            Vector2 force = ComputeForce(particle);            Vector2 acceleration = (Vector2){force.x / particle->mass, force.y / particle->mass};            particle->velocity.x += acceleration.x * dt;            particle->velocity.y += acceleration.y * dt;            particle->position.x += particle->velocity.x * dt;            particle->position.y += particle->velocity.y * dt;        }                PrintParticles();        currentTime += dt;    }
}

Sir can you please help me to make a pubg like game

You can post my game to others

#define NUM_PARTICLES 1
// Two dimensional vector.
typedef struct {    float x;    float y;
} Vector2;
// Two dimensional particle.
typedef struct {    Vector2 position;    Vector2 velocity;    float mass;
} Particle;
// Global array of particles.
Particle particles[NUM_PARTICLES];
// Prints all particles' position to the output. We could instead draw them on screen
// in a more interesting application.
void  PrintParticles() {    for (int i = 0; i < NUM_PARTICLES; ++i) {        Particle *particle = &particles[i];        printf("particle[%i] (%.2f, %.2f)\n", i, particle->position.x, particle->position.y);    }
}
// Initializes all particles with random positions, zero velocities and 1kg mass.
void InitializeParticles() {    for (int i = 0; i < NUM_PARTICLES; ++i) {        particles[i].position = (Vector2){arc4random_uniform(50), arc4random_uniform(50)};        particles[i].velocity = (Vector2){0, 0};        particles[i].mass = 1;    }
}
// Just applies Earth's gravity force (mass times gravity acceleration 9.81 m/s^2) to each particle.
Vector2 ComputeForce(Particle *particle) {    return (Vector2){0, particle->mass * -9.81};
}
void RunSimulation() {    float totalSimulationTime = 10; // The simulation will run for 10 seconds.    float currentTime = 0; // This accumulates the time that has passed.    float dt = 1; // Each step will take one second.        InitializeParticles();    PrintParticles();        while (currentTime < totalSimulationTime) {        // We're sleeping here to keep things simple. In real applications you'd use some        // timing API to get the current time in milliseconds and compute dt in the beginning         // of every iteration like this:        // currentTime = GetTime()        // dt = currentTime - previousTime        // previousTime = currentTime        sleep(dt);
        for (int i = 0; i < NUM_PARTICLES; ++i) {            Particle *particle = &particles[i];            Vector2 force = ComputeForce(particle);            Vector2 acceleration = (Vector2){force.x / particle->mass, force.y / particle->mass};            particle->velocity.x += acceleration.x * dt;            particle->velocity.y += acceleration.y * dt;            particle->position.x += particle->velocity.x * dt;            particle->position.y += particle->velocity.y * dt;        }                PrintParticles();        currentTime += dt;    }
}

welcome to IA 

Thankyou for play the game

Welcome to IA game