Needed in the New Documentation

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Toby
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Needed in the New Documentation

Post by Toby »

I have REALLY tried to avoid bringing up this topic, since I've already scored pretty well by getting Andy to up his priority on programming documentation...

But one thing that is REALLY needed in it is a listing of what all the little parameter names in the Prefs file define and what the do or cause. Along with that, we need a similar listing for the parameter and variable names used in configs, e.g., what in the heck are srcX and srcY? You see them all over the place, but what are they? I can give other examples, but, I'm sure you get the idea.

I hope this does NOT bring up so many other requests that the documentation is severely delayed, but I think its important.
Last edited by Toby on Thu Jun 10, 2004 11:33 pm, edited 1 time in total.

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JayPro
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I can try to look into this...

Post by JayPro »

One of the things, as a config programmer, I feel I can try to do at this stage of the game is compile a (hopefully) simple tutorial along the lines of what you're looking for vis a vis function parameters / config syntax structure.

On a personal note (and speaking as one who is decidedly *not* mathematically predisposed), I think it would be easier to define things like (sin), (cos) and (tan) not as much by what they do *mathematically* as by what the application of these functions *actually make the picture you see look like*, i.e. how the various functions command the pixel flow.

I will personally look into this; and I will more than gladly entertain advice along the way. Matter of fact, drop me an e-mail if you want and give me a list of functions you feel need the most clarification.

Andy would be in a better poisition to retool the docs vis a vis Prefs file language, what with his being a light-years better overall programmer in a wider variety of situations.

JwP
"God is syntax."

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andy55
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Re: Needed in the New Documentation

Post by andy55 »

Toby wrote:I have REALLY tried to avoid bringing up this topic, since I've already scored pretty well by getting Andy to up his priority on programming documentation...

But one thing that is REALLY needed in it is a listing of what all the little parameter names in the Prefs file define and what the do or cause. Along with that, we need a similar listing for the parameter and variable names used in configs, e.g., what in the heck are srcX and srcY? You see them all over the place, but what are they? I can give other examples, but, I'm sure you get the idea.

I hope this does bring up so many other requests that the documentation is severely delayed, but I think its important.

In fact, this will be the big doc addition in 2.6.5. Further, I'm moving a tons of settings back to the prefs file, so it will be rare to ever even have to open the boot file at all.

Rovastar
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Post by Rovastar »

A guide would be useful. I *could* convert some of my really outdated guide for MilKDrop for the delta maps as most of the per-pixel can be converted to from/to pretty easily to the maps.

A general understand of maths functions sin, cos & tan come in really useful if you know what they look like in a graph like form.

When trying to learn what does what in look at the simplier stuff first. For the case of maps look a siple example with very little code. Some can configs can look overly complex to begin with.

And play with making the randon number element at the start of the config into static values. That way you will understand what the equation do.

If a novice to the maths side I would stick to either polar or cartesian display type otherwise more confusion will happen. (look them up for a better understanding of what they are)

If you are trying to emulate a predomindly polar effect in cartesian 'mode' (or vice versa) remember the eplains below will be useful

------
The Cartesian system locates points on a plane by measuring the horizontal and vertical distances from an arbitrary origin to a point. These are usually denoted as a pair of values (X,Y).

The Polar system locates the point by measuring the straight line distance, usually denoted by R, from the origin to the point and the angle of an imaginary line from the origin to the point, q, (Greek letter Theta), measured counterclockwise from the positive X axis.

The conversion math is fairly straightforward:

Polar from Cartesian:
R=Sqrt(x2+y2);
Theta=ArcTan(Y/X); (Note: If both X and Y are positive or both are negative Y/X will have the same value. Similarly if we have one value positive and one negative. The angles in these cases will be different by 180 degrees so signs of X and Y must be considered when calculating Theta. Luckily, Delphi's ArcTan routine is smart enough to handle this for us.)

Cartesian From Polar:
X= R*cos(Theta)
Y= R*sin(Theta)


This program that allows you explore this relationship by dragging sliders to change X, Y, R, or Theta values and observing the effect on the point and other parameters. Angles may be reported in the range of 0 to 360 degrees, or equivalently, from -180 to 180 degrees.

------------------

found

http://www.delphiforfun.org/Programs/Ma ... tesian.htm

Toby
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Post by Toby »

Thanks !!!

I wouldn't work too hard at docs that are likely to change real soon, according what I think Andy said, just as long as you don't mind an occasional question or ten. As a very wise man once said, "Anything worth doing is worth doing twice!", but leave us not get carried away,

Your thoughts as to how to get started on a practical basis will help a great deal, especiallythe idea of removing the randomness. Something else that has already helped sometimes, believe it or not, is watching GF with the sound OFF! You can track a lot of the basic logic mush better, even tho' the 'purdy pitchers' ain't as quite as purdy.

I will start playing with a couple of the better documented waveshapes after removing their randomness and take it from there.

I've actually printed off your commments and have added them to my notes... ooohhhhh! Good ideas.

Thanks for baby sitting... take care.

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