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<0> ignoring errors will lead you down the path of desperation at T-2.
<1> heh
<2> http://www.xtremesystems.org/forums/showpost.php?p=962333&postcount=1052 :DD
<1> ah crap, gotta jet
<1> carpool guy needs to leave
<1> grr
<0> well i think that's the answer to your problem.
<1> thanks for trying, i will keep looking into the feof problem
<0> hrm now if someone just cared to explain to me what this operator= postgresql stored procedure was doing, I'd be a happy camper.
<3> "I get 32.3%","Okay, well that's better than the last times","Okay, let's go, LLLLLEEEERRRROOOOOYYY", "Oh my god, did he just run in there?"
<4> erm, whats it called again...
<4> Red Planter..
<4> what show is that randel
<5> hey
<5> anyone look wrong with void foo (char[] f1, char[] f2)?



<6> maybe foo (char f1[],char f2[])
<5> thanx
<5> I hate that
<5> :)
<7> in c/c++ you should be p***ing pointers, not non-sized arrays
<7> and ideally marking them constant
<7> void foo(const char* f1, const char* f2) {}
<6> you tell him!
<8> .
<9> newb
<10> Hey robots
<4> hey ninja of the night
<4> im gonna flip out
<10> omg!
<10> you know what rocks about the internet? you can pretend you know hot chicks
<4> http://www.7secondsoflove.com/ninja/
<10> game design is hard
<10> its so hard to be coherent
<11> how can i figure out a matrix to transfrom 2d vectors from a coordinate system of (-10,-10) being lower left and (10,10) being upper right to a coordinate system of (0,0) being lower left and (640,480) being upper right??
<12> You, my friend, need to learn linear algebra.
<13> just translate and scale it ;)
<10> omg math
<10> i hate that ****
<10> **** you guys. **** your math ****! ****ing ****ers mother****ing **** ****ing! ****!
<10> ok i'm done.
<14> Decept404, are you drunk?
<13> math is fun :P
<10> nah, just frustrated
<11> i have taken linear algenra and got a 4.0, too bad they never had us "find" a matrix, only find things given a matrix
<13> university or hs?
<11> uni believe it or not
<13> if you didnt learn how to construct a matrix in uni, then your uni ****s :P
<13> well the course atleast
<11> I agree
<11> I am protesting after I graduate
<13> thargoid, you need to scale by (32,24) and translate by (10,10)
<11> our cs dept is the worst in the world
<12> thargoid, in that case you should look online for some tutorials, or get one of the "lin alg for game dev" books. I'm sure you'll find it very easy.
<12> Lin Alg for games is really a small subset of lin alg.
<13> depends on what your doing
<11> swx, that looks right, how did you come up with that answer?
<12> swx, hmm? I can't recall ever having to find an eigenvalue in games.
<13> physics engine? :P
<12> thargoid, uh. 640 / (10 - (-10))
<12> oh, well sure...
<11> pure genius :)
<11> ty much
<15> wow
<15> I played Battlefield 2 today
<15> I played for about 30 minutes before being har***ed by a player
<15> who insisted that I was hacking
<15> he said I was god moding
<12> what? I never har***ed you... er nevermind.
<15> hahaha
<15> some guy named noooob
<15> told me that i was godmoding
<12> Did you send him this URL? http://sc.tri-bit.com/Lion_Hax
<10> you hacker
<15> they tried to kick me
<15> repeatedly



<10> hackeor!
<15> for the next 2 hours
<15> because my blackhawk wouldn't die
<15> he somehow shot me 14 times
<15> with his eryx
<15> without reloading.
<12> wtf H4X
<16> when one object interface is dependent on another yet it is missing, how is that commonly handled. such as IAnimatable is dependable on IUpdatable
<4> derived it?
<13> IUpdatable seems pretty useless... wont most objects be updatable? just add update functionality to your Actor or Entity cl*** or whatever you call it
<16> swx: well objects such as rocks will not be updatable, physically that is, since a diffrent system handles rendering updates, thats abstracted from my world objects
<13> so you will keep rocks in a separate list than your other objects?
<16> there will be many world objects that will have "static" imidiate members
<16> no i wont
<16> the world objects should all be in the same list
<16> but only some will need updates
<13> so how will you update the objects?
<16> hmmmm
<16> loop through the list, and update those that have update functions, somehow
<13> :P
<16> lol, any ideas
<13> cant really help you, I update all my objects
<10> sure, say the f word over and over again
<16> lol
<10> works well for me
<16> swx: for renderng purposes? isnt it redundant to update somthings physical state if it has not change or ever will
<13> no, update != rendering
<16> in a non rendering context, my second statment
<16> then why do you update all your objects, do they all change?
<16> im not trying to critisize, i just dont understand :)
<13> most do, but it is also a simple way of p***ing the update call on to child nodes
<7> OMG GHALEON ON THREE AXES OF SPACE WE CANNOT EVEN SEE
<16> so you treat your world objects as nodes in a graph?
<13> yes
<16> i do that aswell, but keep that abstracted
<10> the fun is back oh yessirree
<13> makes it real easy to integrate the physics :)
<10> it's the 2600 from a-ta-ri
<10> **** PHYSIcshogk ok sorry.
<16> swx: what im not telling is im using ogre, because most people stop helping me once i mention that for some reason
<13> I only need to set a rigid body node as the parent node of an objects
<16> but ogre handles that
<13> -s
<13> and the object will automatically behave as the rigid body
<16> and would like to have my own seperate list, that has its own individual functionality
<4> whats wrong with called Update on all the objects
<4> its like rendering a normal/bump mapped thing
<16> not all objects require updates
<4> ok so
<4> whats is IAnimatable
<4> requiring form IUpdatable
<16> was an example, didnt mean to take it literally
<4> so whats the problem :)
<16> look at my original question
<4> something not updatable
<4> dont derive it from IUpdatable
<16> thats not my question
<16> when one object interface is dependent on another yet it is missing, how is that commonly handled. such as IAnimatable is dependable on IUpdatable
<4> what is your real life problem
<4> that caused yo to ask such a question
<16> lol what
<4> you obviously have a design issue
<0> StoneCydh, w... t... f...
<4> thats causing you to pursure this
<4> what is it :)
<0> StoneCydh, That is really creepy bizzare.
<16> um its not required for an answer
<4> an answer isnt required to stop you moving forward :)
<16> your all over the place with the topic scope.
<13> what do you mean with missing? abstract base cl***?
<10> Yo mama's an abstract base cl***
<17> Decept404, Yo mama's so nasty, I talked to her over the computer and she gave me a virus.
<16> swx, for example, lets say i have my player, and i wana animate him so i derive from IAnimatable, but this interface requires members only found in IUpdatable, but i forgot to derive from it


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