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  • Algorithm for procedural city generation?

    - by Zove Games
    I am planning on making a (simple) procedural city generator using Java. I need ideas on whan algorithm to use for the layout, and the actual buildings. The city will mostly have skyscrapers, not really much complex stuff. For the layout I already have a simple algorithm implemented: Create a Map with java.awt.Point keys and Integer values. Fill it with all the points in the city's bounds with the value as -1 (unnassigned) Shuffle the map, and assign the 1st 10 of the keys IDs (from 1-10) Loop until all points have IDs: Loop though all points: Assign points next to an assigned point IDs of the point next to them, if 2 or more points border the point, then randomly choose which ID the point will get. You will end up with 10 random regions. Make roads bordering these regions. Fill the inside of each region with a randomly spaced and randomly rotated grid PROBLEM: This is not the fastest way to do it. What algorithm should I use for the layout. And what should I use to make each building's design? I don't even know how I'm going to do that yet (fractals maybe). I just need some ideas, not actual code.

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  • Car engine sound simulation

    - by Petteri Hietavirta
    I have been thinking how to create realistic sound for a car. The main sound is the engine, then all kind of wind, road and suspension sounds. Are there any open source projects for the engine sound simulation? Simply pitching up the sample does not sound too great. The ideal would be to something that allows me to pick type of the engine (i.e. inline-4 vs v-8), add extras like turbo/supercharger whine and finally set the load and rpm. Edit: Something like http://www.sonory.org/examples.html

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  • How do I duplicate a Box2d simulation, mid-simulation?

    - by Whyte
    I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same simulation, without one of them drifting off and going haywire. In short: I want pop-in, pop-out networking support on my HIGHLY physics-intensive game, where sending object coordinates every few seconds is impossible, due to having thousands of objects, and many clients. I tried this with Box2D, and saving an object's location/velocity/etc wasn't enough... there's internal state that's not accessible through any public methods. My current workaround is to force EVERY client to save its entire worldstate and reload it from scratch, whenever a new player connects... but this is obviously bad practice, because it hangs the game for everyone whenever someone new connects. However, it works, with zero desynchronization. So, anyone know of any other techniques that can help me? Or should I just kiss my project goodbye?

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  • Kansas City SQL Saturday 2012: BBQ Crawl

    - by Bill Graziano
    The next Kansas City SQL Saturday is coming up on August 4th.  We’ll have the usual SQL Saturday goodness: lots of technical sessions, great networking events and a fantastic speaker dinner.  And we’ll have the Third Annual Kansas City SQL Saturday BBQ Crawl.  On Friday afternoon we’ll visit a few BBQ places in town.  We tend to order big sampler plates and just share everything around.  It’s a great way to try a variety of styles.  This year we’ll be hitting an all new selection of BBQ joints. You don’t need to be a speaker to attend.  However the call for speakers is open until June 28th (hint, hint).  Locals and out-of-towners are all welcome. If you’re interested in attending send me an email and I’ll get you added to the list. We finish in plenty of time to get you to the speaker dinner – as if you could eat any more.

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  • FP for simulation and modelling

    - by heaptobesquare
    I'm about to start a simulation/modelling project. I already know that OOP is used for this kind of projects. However, studying Haskell made me consider using the FP paradigm for modelling a system of components. Let me elaborate: Let's say I have a component of type A, characterised by a set of data (a parameter like temperature or pressure,a PDE and some boundary conditions,etc.) and a component of type B, characterised by a different set of data(different or same parameter, different PDE and boundary conditions). Let's also assume that the functions/methods that are going to be applied on each component are the same (a Galerkin method for example). If I were to use an OOP approach, I would create two objects that would encapsulate each type's data, the methods for solving the PDE(inheritance would be used here for code reuse) and the solution to the PDE. On the other hand, if I were to use an FP approach, each component would be broken down to data parts and the functions that would act upon the data in order to get the solution for the PDE. This approach seems simpler to me assuming that linear operations on data would be trivial and that the parameters are constant. What if the parameters are not constant(for example, temperature increases suddenly and therefore cannot be immutable)? In OOP, the object's (mutable) state can be used. I know that Haskell has Monads for that. To conclude, would implementing the FP approach be actually simpler,less time consuming and easier to manage (add a different type of component or new method to solve the pde) compared to the OOP one? I come from a C++/Fortran background, plus I'm not a professional programmer, so correct me on anything that I've got wrong.

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • SQL in the City - Austin 2012

    A free day of training in Austin, TX with Grant Fritchey, Steve Jones and a few others. Join us to learn about SQL Server and how you can more efficiently work in your job every day. Learn Agile Database Development Best PracticesAgile database development experts Sebastian Meine and Dennis Lloyd are running day-long classes designed to complement Red Gate’s SQL in the City US tour. Classes will be held in San Francisco, Chicago, Boston and Seattle. Register Now.

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  • Dark Sun Dispatch 001.5 (a review of City Under The Sand)

    - by Chris Williams
    City Under The Sand - a review I'm moderately familiar with the Dark Sun setting. I've read the other Dark Sun novels, ages ago and I recently started running a D&D 4.0 campaign in the Dark Sun world, so I picked up this book to help re-familiarize myself with the setting. Overall, it did accomplish that, in a limited way. The book takes place in Nibenay and a neighboring expanse of desert that includes a formerly buried city, a small town and a bandit outpost. The book does a more interesting job of describing Nibenese politics and the court of the ruling Sorcerer King, his templars and the expected jockeying for position that occurs between the Templar Wives. There is a fair amount of combat, which was interesting and fairly well detailed. The ensemble cast is introduced and eventually brought together over the first few chapters. Not a lot of backstory on most of the characters, but you get a feel for them fairly quickly. The storyline was somewhat predictable after the first third of the book. Some of the reviews on Amazon complain about the 2-dimensional characterizations, and yes there were some... but it's easy to ignore because there is a lot going on in the book... several interwoven plotlines that all eventually converge. Where the book falls short... First, it appears to have been edited by a 4th grader who knows how to use spellcheck but lacks the attention to detail to notice the frequent occurence of incorrect words that often don't make sense or change the context of the entire sentence. It happened just enough to be distracting, and honestly I expect better from WOTC. Second, there is a lot of buildup to the end of the story... the big fight, the confrontation between good and evil, etc... which is handled in just a few pages and then the story basically just ends. Kind of a letdown, honestly. There wasn't a big finish, and it wasn't a cliffhanger, it just wraps up neatly and ends. It felt pretty rushed. Overall, aside from the very end, I enjoyed it. I really liked the insight into that region of Athas and it gave me some good ideas for fleshing out my own campaign. In that sense, the book served its purpose for me. If you're looking for a light read (got a 5-6 hour flight somewhere?) or you want to learn more about the Dark Sun setting, then I'd recommend this book.

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  • Red Gate Software announces speaker line up for US SQL in the City tour

    SQL in the City is a free, full day training and networking event for database professionals. After the success of last year’s event, Red Gate has expanded the event to cover six cities from sea to shining sea, including: New York, Austin, San Francisco, Chicago, Boston, and Seattle. Compress live data by 73% Red Gate's SQL Storage Compress reduces the size of live SQL Server databases, saving you disk space and storage costs. Learn more.

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  • Last chance for a day of free SQL Server training at SQL in the City 2012

    SQL Server developers and database administrators have one last chance for a full day of free training and networking at SQL in the City 2012. NEW! Deployment Manager Early Access ReleaseDeploy SQL Server changes and .NET applications fast, frequently, and without fuss, using Deployment Manager, the new tool from Red Gate. Try the Early Access Release to get a 20% discount on Version 1. Download the Early Access Release.

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  • SQL in the City London - 13th July

    SQL in the City the one day free SQL Server training event is back in London this July. Join fellow SQL Server professionals for 5 hours of technical presentations on key issues for SQL Server developers and DBAs delivered by top MVPs. The event also offers you the chance to network with users passionate about SQL Server and the chance to see the latest Red Gate tools and meet the developers who built them. Find out more and register today.

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  • Speaking - Red Gate's SQL in the City

    - by AllenMWhite
    The great folks at Red Gate have invited me to join the festivities at the SQL in the City events in both Chicago on October 5, and in Seattle on November 5. In both cities I'll be presenting a session entitled Automated Deployment: Application And Database Releases Without The Headache . Here's the abstract: Ever since applications were first created, the deployment of updates and changes has been a headache, with the potential of disruption of the application at best and data corruption at worst....(read more)

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  • I'm Speaking @ SQL in the City (London 15th July)

    - by NeilHambly
    If you didn't already know Redgate have 2 full 1 day conferences planned Called " SQL in the City ", these being held @ the following 2 major cities London, UK on 15th July (Now Full with waiting list) Los Angeles, US on 28th Oct It is a full days’ worth of FREE SQL Server training sponsored by Redgate, you get the opportunity to attend a number of training sessions in the track of your choosing, along with the chance to network with your peers and interact with SQL MVP's, Redgate...(read more)

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  • SQL in the City - San Francisco 2012

    The city by the bay welcomes Steve Jones, Grant Fritchey and more for a day of debate, discussion and learning about SQL Server. It's free. Just register and join us. Are you sure you can restore your backups? Run full restore + DBCC CHECKDB quickly and easily with SQL Backup Pro's new automated verification. Check for corruption and prepare for when disaster strikes. Try it now.

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  • how to category/subcategory/city/firm-name url?

    - by kkalgidim
    iam using ruby on rails i have models -category -subcategory -city -firm when i click on category it will show sub categories and permalink should be: xxx.com/category when i click subcategory it will show firms and city names. xxx.xom/category/subcategory when i clikc on city name it will filter firms belongs to that city xxx.com/category/subcategory/city when i clikc on firm name it will show xxx.com/category/subcategory/city/firm-name firms may have more than one sub category i used premalink_fu but i could not do that sub category system. category,subcategory,city,firm tables have their own permalink field on db. but i dont know how to combine them dynamically. i can do xxx.com/category but icant do xxx.com/category/subcategory how can i do that please help me

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  • javascript complex recurrsion [on hold]

    - by Achilles
    Given Below is my data in data array. What i am doing in code below is that from that given data i have to construct json in a special format which i also gave below. //code start here var hierarchy={}; hierarchy.name="Hierarchy"; hierarchy.children=[{"name":"","children":[{"name":"","children":[]}]}]; var countryindex; var flagExist=false; var data = [ {country :"America", city:"Kansas", employe:'Jacob'}, {country :"Pakistan", city:"Lahore", employe:'tahir'}, {country :"Pakistan", city:"Islamabad", employe:'fakhar'} , {country :"Pakistan", city:"Lahore", employe:'bilal'}, {country :"India", city:"d", employe:'ali'} , {country :"Pakistan", city:"Karachi", employe:'eden'}, {country :"America", city:"Kansas", employe:'Jeen'} , {country :"India", city:"Banglore", employe:'PP'} , {country :"India", city:"Banglore", employe:'JJ'} , ]; for(var i=0;i<data.length;i++) { for(var j=0;j<hierarchy.children.length;j++) { //for checking country match if(hierarchy.children[j].name==data[i].country) { countryindex=j; flagExist=true; break; } } if(flagExist)//country match now no need to add new country just add city in it { var cityindex; var cityflag=false; //hierarchy.children[countryindex].children.push({"name":data[i].city,"children":[]}) //if(hierarchy.children[index].children!=undefined) for(var k=0;k< hierarchy.children[countryindex].children.length;k++) { //for checking city match if(hierarchy.children[countryindex].children[k].name==data[i].city) { // hierarchy.children[countryindex].children[k].children.push({"name":data[i].employe}) cityflag=true; cityindex=k; break; } } if(cityflag)//city match now add just empolye at that city index { hierarchy.children[countryindex].children[cityindex].children.push({"name":data[i].employe}); cityflag=false; } else//no city match so add new with employe also as this is new city so its emplye will be 1st { hierarchy.children[countryindex].children.push({"name":data[i].city,children:[{"name":data[i].employe}]}); //same as above //hierarchy.children[countryindex].children[length-1].children.push({"name":data[i].employe}); } flagExist=false; } else{ //no country match adding new country //with city also as this is new city of new country console.log("sparta"); hierarchy.children.push({"name":data[i].country,"children":[{"name":data[i].city,"children":[{"name":data[i].employe}]}]}); // hierarchy.children.children.push({"name":data[i].city,"children":[]}); } //console.log(hierarchy); } hierarchy.children.shift(); var j=JSON.stringify(hierarchy); //code ends here //here is the json which i seccessfully formed from the code { "name":"Hierarchy", "children":[ { "name":"America", "children":[ { "name":"Kansas", "children":[{"name":"Jacob"},{"name":"Jeen"}]}]}, { "name":"Pakistan", "children":[ { "name":"Lahore", "children": [ {"name":"tahir"},{"name":"bilal"}]}, { "name":"Islamabad", "children":[{"name":"fakhar"}]}, { "name":"Karachi", "children":[{"name":"eden"}]}]}, { "name":"India", "children": [ { "name":"d", "children": [ {"name":"ali"}]}, { "name":"Banglore", "children":[{"name":"PP"},{"name":"JJ"}]}]}]} Now the orignal problem is that currently i am solving this problem for data of array of three keys and i have to go for 3 nested loops now i want to optimize this solution so that if data array of object has more than 3 key say 5 {country :"America", state:"NewYork",city:"newYOrk",street:"elm", employe:'Jacob'}, or more than my solution will not work and i cannot decide before how many keys will come so i thought recursion may suit best here. But i am horrible in writing recurrsion and the case is also complex. Can some awesome programmer help me writing recurrsion or suggest some other solution.

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  • How do I run Sim City 4?

    - by Jacob Larson
    I know that it is possible to run Sim City 4 Deluxe, as this page clearly proves so. http://appdb.winehq.org/objectManager.php?sClass=version&iId=10515 I have tried two different commands, and the paths are all right, but when I enter them, I simply get a blank terminal line. WINEDEUB=-all wine C:\\Program\ Files\ \(x86\)\\Maxis\\SimCity\ 4\ Deluxe\\Apps\\SimCity\ 4.exe -d:software -intro:off -CPUCount:1 env WINEPREFIX="/home/jacob/.wine" wine "C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -intro:off -CPUCount:1 So, what could be the problem? I'm fairly new, so I'm not really sure what info I need to provide. Thanks.

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  • New York City!!

    - by Chris Williams
    I'm headed to NYC to speak at the NYPC VB SIG (user group: http://www.nypcvb.org) on Monday Feb 7 at 6pm. I'll actually be arriving on Saturday (2/5/11) and hanging around through the weekend until the meeting. It's my 3rd time in New York City, but the first time was 20 years ago, so I'm not sure that one counts. Aside from the usual touristy things to do, like seeing the Statue of Liberty and the Empire State Building (both of which are on my list), what are some other cool things to check out? Got a favorite pizza place? A cool comic shop? Local hangout... Tell me about it!

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  • Research idea in simulation

    - by Nilani Algiriyage
    Hi, I'm an undergraduate in University of Keleniya,Sri Lanka. I'm interested in doing a research on BPM, BPMN. But I have very few knowledgeable people and very few resources in my country. My supervisor also doesn't have enough knowledge in this area. So if you can please help me to find a research topic in BPM or BPMN. At least please help me to get an idea what areas I can do? Thank you very much. Regards, Nilani.

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  • 3D engine for an online city/country simulation game (SimCity, Civilization)

    - by Dmitri
    I want to create a browser game, in which the user can control the development of a certain region (like SimCity or Civilization). One part of the task is rendering of the virtual world in a browser (3D or pseudo-3D). The rendering engine should a) work in a browser and b) ideally - be compatible with mobile devices (i. e. the representation of the virtual world should be visible both on desktop computer and mobile devices with the same codebase). Question: Which rendering engines (for SimCity-style games) fulfill aforementioned requirements (open and closed source) ?

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  • Get Ready...Oracle CloudWorld is Coming to a City Near You in 2013

    - by Gene Eun
    Is your organization considering the cloud for deploying enterprise applications? Are mobile and social part of your cloud strategy? If you answered YES to either question, then you should plan to join us at an Oracle CloudWorld event, coming to a city near you in 2013. If you attend, you'll get an opportunity to learn firsthand about Oracle Cloud, talk to product experts, see live demos, and network with other industry professionals. By the way, did I mention that Oracle CloudWorld is a FREE event?Whether you're a C-level executive, line of business manager, or hardcore application developer, Oracle CloudWorld will have valuable information for you with keynotes, breakout sessions, demos, and dedicated tracks for: Sales and Marketing Customer Service and Support Finance and Operations Human Resources Application Developers Applications IT Click here to learn more about Oracle CloudWorld, including cities and dates. Hope to see you there!

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • Calculate gears rotation for a realtime simulation

    - by nkint
    Hi I'm trying to do a game with real time simulations of gears. There is a big Gear with inside a smaller gear. I managed to draw gears with different diameters but equal size teeth, but if i try to move the smaller one inside the bigger one the movement is odd. see the animated gif. the biggest gear is in center C1 and the small in the center C2. I calculate C2 position in this way: C2.x = C1.x + C1_RADIUS-C2_RADIUS) * cos(t); C2.y = C1.y - C1_RADIUS-C2_RADIUS) * sin(t); for t that goes from 0 to TWO_PI in n steps. I apply as rotation the angle t, but maybe it is wrong and i have to calculate another rotation for get a perfect joint

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  • Correct order of tasks in each frame for a Physics simulation

    - by Johny
    I'm playing a bit around with 2D physics. I created now some physic blocks which should collide with each other. This works fine "mostly" but sometimes one of the blocks does not react to a collision and i think that's because of my order of tasks done in each frame. At the moment it looks something like this: function GameFrame(){ foreach physicObject do AddVelocityToPosition(); DoCollisionStuff(); // Only for this object not to forget! AddGravitationToVelocity(); end RedrawScene(); } Is this the correct order of tasks in each frame?

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