Computing Rotation Speed In C++ [closed] - c++

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Closed 12 years ago.
Basically, In C++, how do I compute how long will it take for a car wheel to rotate 360 degrees while moving at a speed of 10 MPH? I've tried googling but nothing showed up. Any ideas?
As usual, I've searched this site for an answer but nothing showed up - unless I missed one.
Thanks.

If you know the speed of your object and the radius of the circle it moves on, then the time needed for one rotation is
rotation_time = 2*pi*radius/speed
The number of rotations per time unit is
rotation_speed = 1/rotation_time
The angular speed is
angular_speed = full_circle/rotation_time,
with the value of full_circle depending on your angular unit, e.g. 360 or 2*pi.

Related

Low frame rate in OpenGL [closed]

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 10 years ago.
I have a blender obj. file in an OpenGL application. I have also added a camera so that it will move in around that object (it's a building, so it's pretty large). The frame rate on it is awful.
Why is it slow and/or how can I make it faster?
void camera (void) {
glRotatef(xrot,1.0,0.0,0.0);
glRotatef(yrot,0.0,1.0,0.0);
glTranslated(-xpos,-ypos,-zpos); }
This is just my simple camera class. Just in case it helps.
There are some reasons your code might be slow:
You aren't using VertexBuffer objects
You are using the fixed function pipeline and not shaders
You aren't optimizing your drawing code that only areas are rendered which are visible ( look a.e. for bsp-trees )
After all you've a lot of optimizations to do. I would start with optimizing my render pipeline and remove the fixed function pipeline and start to use shaders and vertex-buffers.

Online compiler/server to run big programs [closed]

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 10 years ago.
I've written a program to generate a fractal, but my computer would take a week to compute it. Is there any online or otherwise, solution where I can run my code and have it compute quickly?
No, not to be rude and don't take this wrong. Nobody is going to let people use there full computer's resources over the web to let you run code, it will always be slower online. For free.
However VPS and Cloud-Computing options are available. They will be expensive for a really fast computer.

Water particle model [closed]

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 10 years ago.
I want to design a physical particle system in order to model/simulate a flowing water on a terrain. I want to use C (maybe C++) in order to do that. Do you guys know any good examples or a good starting point to do this?Thank you!
maybe can be useful Fluid simulation library

How can i render a tiled map with C++/SDL [closed]

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 11 years ago.
I want to render tiles to the screen from a text file. I have the random terrain generator working, and I can move the data from the text file to a 2d vector. What I'm having trouble with is understanding how to give those tiles the coordinates they need to be rendered at. How would I go about assigning each tile its own coordinates relative to the camera?
I suggest checking this lua tutorial on how create a tile engine in great detail. You'll learn much more then what someone will be willing to post here on stack. Tile Engines as you will see from this tutorial, requires more then just a few lines of code. After you learn it here, it shouldn't be to hard for you to translate it to sdl/c++. Just a thought.
Its a good starting place.

Remaking Star Fox using DirectX [closed]

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 12 years ago.
I'm trying to remake the game of Star Fox for the N64. Right at the time I'm having trouble with collisions and getting the my ship to shoot like it suppose.
The biggest challenge I'm having right now is getting the aiming box for this game
anything would help.
sorry I didn't notice that half of my question was cut off. link to source code
Right now I'm trying to get box collisions to work. Also how do you put a bounding box on a primitive like a Cylinder, Torus, ect.
also so .X files would be just as good help if you know any sites.
Sorry, without more information...