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<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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