"It turns out, Fortran is actually pretty good at translating formulas." I'm hoping they know that the language's name comes from FORmula TRANslator...
Translating a Fortran F-16 Simulator to Unity3D
41–50 of 129 posts
Re: Translating a Fortran F-16 Simulator to Unity3D
#42> Note that Fortran supports arrays with an arbitrary starting index, in this case -2. So this table supports indices in the range [-2, 9]. That is such a useful feature! Surprised I haven’t seen that more often. So much fiddly code exists that’s just fixing offsets to conform to 0 (or 1 for Lua) -based indexing!
Re: Translating a Fortran F-16 Simulator to Unity3D
#43When I was growing up computers were getting faster by leaps and bounds, and I remember a video game that was so 'sophisticated' that it needed a math (FP) co-processor (80387) to play some parts of it: > The program requires a minimum of a 12MHz 80286, 1MB RAM, DOS 5.0 or DR DOS, one 1.2MB 5 1⁄4" or 1.44MB 3 1⁄2" disk drive, hard drive with 11MB of free disk space, and VGA graphics. In addition, Falcon3.O supports a…
Re: Translating a Fortran F-16 Simulator to Unity3D
#44Earlier quoted context omitted.
I'd agree with 1-based indexing problems, but not 0-based, which seems very natural. And if you have -2-based, I'd argue that perhaps you don't want an array.
I think it's down to personal preferences/how you think. I haven't actually used any languages that didn't have 0 based indexing, but I remember it being very painful and super unintuitive to learn, it just didn't make sense at all (still doesn't, but it's not a problem for me anymore). I always thought 1 based would make a lot more sense and be way easier to learn.
The more you go away from raw pointer semantics the less intuitive it gets.
Re: Translating a Fortran F-16 Simulator to Unity3D
#45> Note that Fortran supports arrays with an arbitrary starting index, in this case -2. So this table supports indices in the range [-2, 9]. That is such a useful feature! Surprised I haven’t seen that more often. So much fiddly code exists that’s just fixing offsets to conform to 0 (or 1 for Lua) -based indexing!
not sure why would i want that. Now to get the 3rd element from array, you have to know the start index, so another parameter to pass to function.
Re: Translating a Fortran F-16 Simulator to Unity3D
#46"It turns out, Fortran is actually pretty good at translating formulas." I'm hoping they know that the language's name comes from FORmula TRANslator...
Re: Translating a Fortran F-16 Simulator to Unity3D
#47When I was elementary school age in the late 70s, I'd go into her office with her sometimes on school holidays that were not work holidays. She'd let me play Colossal Cave Adventure on a terminal in her office. I remember looking at printouts of code she was working on, and seeing a wireframe diagram of some futuristic plane. I think it must have been one of the first Stealth fighters. I wonder how many security protocols she broke by having me there... :)
She passed a way many years ago, but I think she would have been excited to see work like this.
Re: Translating a Fortran F-16 Simulator to Unity3D
#48I'm somewhat surprised the physical units matter in a computer simulation. As long as the simulation is internally consistent (which I would assume the original code is) it seems odd to me that the nominal units are important at all. Is that video game character walking 100 yards? Or maybe the character is 500 feet tall and he's walking 50 leagues?
Re: Translating a Fortran F-16 Simulator to Unity3D
#49Earlier quoted context omitted.
Pascal (and Modula if I'm not mistaken) supports this too.
Ada too, which is of course Pascal-based. Like many programming language features, it feels like it was lost simply because C didn't have it and everyone wanted to copy C.
Re: Translating a Fortran F-16 Simulator to Unity3D
#50I'm somewhat surprised the physical units matter in a computer simulation. As long as the simulation is internally consistent (which I would assume the original code is) it seems odd to me that the nominal units are important at all. Is that video game character walking 100 yards? Or maybe the character is 500 feet tall and he's walking 50 leagues?
This is why scale model sets for practical VFX in cinema were always recorded at higher frame rates and then played back slower.