rand() would imply the uniform distribution. I suspected that from looking at it. God... you know you're a physicist when you can tell the distribution of random noise by looking at it. That scares me.
It would be a better simulation of real life if you used the Gaussian distribution. You can generate those from the uniform distribution using the Box-Muller method. You should be able to find a good discussion of it. The idea is that it's hard to generate one Gaussian distributed random number but it's easy to make two and throw one away (or use it for something else). I actually wrote a short program to generate Gaussian distribute random numbers. I use it for various projects of mine. I could send you the source if you'd like.
I really enjoyed seeing this. It's a great start. It would be nice if there were menus where you could put in more parameters and play with things like wave forms and what not. Like... on the top display I assume I'm looking at frequency versus the received level (in dB?). The other two displays I'm not sure I understand entirely.
One of my gripes with naval simulations is that it seems like game designers focus too much on the button-ology without paying enough attention to the substance which drives decision making. This is techno-weenieness, but it's good techno-weenieness. You can learn something from it. If something like this could be improved upon and integrated into something like Dr. Sid's subsim, that'd be absolutely fabulous. The interface doesn't necessarily have to look slick, it just has to be usable and updatable so that eventually it could be slick.
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Originally Posted by timmyg00
None! My complex math is so rusty it's pathetic. I used the C++ rand() function and limited the maximum noise level to 7 pixels above the bottom of the display.
Man, i think my demo isn't passing muster with the hardcore
TG
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