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Comments:

<0> and u sellitape those
<1> Oh btw, wake up your family screaming fire
<0> so when the dog jump, it get stuck on the tape
<0> haha
<1> if you have a fire extinguisher spray it around to make it look smokey
<1> its only CO2 and can't harm you
<0> haha
<1> just don't spray it in someones eyes :)
<1> whenever me or my bro cooks teh fire alarm goes off... :P
<2> this is weird, i was using a chemical last night on my allow wheels for my car that like strips a very very thing layer of metal off so it shines like hell
<2> i got some mist in my eyes when I sprayed and it did nothing
<1> I'm sorry Mesh, your eyeballs have 3 days to live.
<2> :o
<1> After which 3 days have p***ed, your eyeballs will peel off until there is nothing left.
<0> hehe



<1> Is there any use of Bezier curve?
<1> with the little ' above the e :)
<2> tons of uses
<2> animation
<2> path following
<2> curved surfaces
<1> Collision seems like it could be a pain in the *** with a curved surface :O
<2> it is
<2> Quake3 BSP maps use it
<2> they uses brushes though
<1> Animation eh?
<1> tell me more about animation and bezier curve?
<2> im not sure to be honest
<1> how much time
<1> did you waste with that, rambo ? :)
<0> 5 minutes
<0> hehe
<1> 5 minutes better spent than I could spend them :)
<0> ops, missing one '
<0> lOL
<1> lol..
<1> ooo
<1> book covers shadow volumes
<3> wasnt it decided that q3 curved surfaces were a waste of processing
<3> in the hw accelerated 3d era
<2> thats what it seemed to me when i made them
<2> www.meshsoft.net/Element_Screenshots.asp
<1> its so slow...
<2> its my upload, like 128 kbps
<4> the curves are preprocessed in q3
<4> but they can be precomputed very quickly
<1> nice lookin
<4> runtime tesselation causes cracks in it
<1> you should buy some hosting :P
<2> cant afford to :/
<0> really
<0> wow
<1> get some free hosting
<0> so the NURBS used in Q3 are real NURBS?
<1> theres good stuff out there that offers nice bandwidth
<0> it's precomputed?
<4> I guess they could be implemented without cracking, but there's not much to be gained from it
<4> yes
<4> because they often tile
<2> i use ASP and SQL Server dude :/
<2> its never cheap
<4> so if you tesselate based on distance, for example, you need to tesselate all neighbours to the same level
<4> otherwise cracking occurs
<1> my brother works at a datacenter
<2> Curved Surfaces suxxor for texturing
<1> I guess I win, eh? :P
<3> cant afford to? dont you have a job/aren't you rich off some system you designed? lol
<4> I had no issues texturing the curves in quake3
<4> just subdivide the texcurecoordinates
<2> No issues??
<4> not a single one
<1> how old are you meshman?
<0> hmm
<2> Go play quake3 and check the seams of the curved surfaces :P
<2> Im 21 in a month
<0> that reminds me of Messiah article about surfacing



<1> you're poor?
<2> Im a student.
<1> ah
<0> Messiah engine has got procedurally generated surface
<0> or soemthing
<0> it continuously refine
<4> I dont remember what the original looked like there, but they looked fine when I implemented them
<1> MeshMan: Write a game thats enjoyable, and sell it for a small fee online?
<2> I had tons of maps i tried that looked crappy.
<2> I tried them in the real engine and same.
<2> Even the official maps had problems.
<2> Scottc: Im writing a business system for a company i work for on the side that will make me money and a future :)
<1> :O
<1> you could always sell your body for some quick cash. (_)
<2> :X
<1> erm
<1> wtf pls
<2> heres a video of a little something i made last weekebd
<1> Why would anyone write a book and show code related to animation...
<2> www.meshsoft.net/Movie.zip
<1> and leave a comment saying "This is not the best way to do this!!!"
<1> why not put a decent way to do it?
<2> Because your not capable? :)
<1> but I mean
<3> because the better way is probably more difficult to understand
<1> its as if the author rushed it ?
<3> *for you to understand
<3> usually examples are simplified & unoptimized
<3> just to give you an idea how it works
<1> course....
<1> at least they tell me its a bad way to do it :)
<2> there you go
<2> i created links on my screenshot page to the big pics
<1> whats the video of Mesh?
<2> an asteroid flying thingy
<1> terrain = heightmap btw?
<2> yah
<1> mm
<1> just got a few more chapters of this book I want to have a look at...
<2> what book are you reading?
<1> OpenGL Game Programming
<2> oh
<5> opengl, feh, pfui
<1> hmm?
<0> no spitting plz
<1> oh lol
<2> OpenGL is nice =)
<5> :P
<2> its just awkward
<2> and slim
<5> slim?
<1> whats awkward about it?
<5> SLIM?
<2> hehe
<5> it's a big ball of mess
<5> you typically have no clue what the fastest way to do something is
<2> sure you do
<2> actually, no, your right
<1> why?
<2> even VBO's are weird
<5> i like NV/ATI's proposal for OpenGL 3.0 though
<2> cuz you can have them specific ATI and NV extensions for them
<1> Does the fastest way to do something come to you magically if you use Directx?
<5> removing all the old cruft
<5> making a mean lean core API
<5> much like D3D
<5> closer to D3D 10 than 9, yes but still
<5> Scottc, you're not hoodwinked by "easy APIs" that sit in the core
<1> hoodwinked?
<5> that's all in D3DX to begin with
<5> glBegin/End, VA's, etc
<5> shouldnt even exist
<1> eh?
<2> yeah


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