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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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