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  • C++ Game engine time scale

    - by I Phantasm I
    i have begun creating a very simple game engine and i am trying to work out how to create a time scale for the game.by time scale i mean some way of increasing and decreasing the speed of the game(not the fps) like creating a slow motion effect ... i have no idea how this could be accomplished so any help would be appreciated. if this help im using windows, Opengl and C++ in the game engine... How my engine is setup i have an update and draw function...update is called 25 times per second while display is called as much as possible.

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  • Compressibility Example

    - by user285726
    From my algorithms textbook: The annual county horse race is bringing in three thoroughbreds who have never competed against one another. Excited, you study their past 200 races and summarize these as prob- ability distributions over four outcomes: first (“first place”), second, third, and other. Outcome Aurora Whirlwind Phantasm 0.15 0.30 0.20 first 0.10 0.05 0.30 second 0.70 0.25 0.30 third 0.05 0.40 0.20 other Which horse is the most predictable? One quantitative approach to this question is to look at compressibility. Write down the history of each horse as a string of 200 values (first, second, third, other). The total number of bits needed to encode these track- record strings can then be computed using Huffman’s algorithm. This works out to 290 bits for Aurora, 380 for Whirlwind, and 420 for Phantasm (check it!). Aurora has the shortest encoding and is therefore in a strong sense the most predictable. How did they get 420 for Phantasm? I keep getting 400 bytes, as so: Combine first, other = 0.4, combine second, third = 0.6. End up with 2 bits encoding each position. Is there something I've misunderstood about the Huffman encoding algorithm? Textbook available here: http://www.cs.berkeley.edu/~vazirani/algorithms.html (page 156).

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