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<0> hi
<1> http://news.com.com/2100-1007_3-6061381.html?part=rss&tag=6061381&subj=news
<0> mess: imho it isn't suprising that u.s. programmers can barely program... our professors are very subpar, and their teaching methods likewise
<0> they seem to be more interested in themselves than the students
<2> russians are notorious haxr0rs
<0> no just think about it for a second... most cs cl***es involve one of two types of professors; the kind who give you the code to do an ***ignment practically done for you, and the kind who say "just do it" and don't offer any explaination at all
<0> they're two extremes, there doesn't seem to be a medium temperature in our academic atmosphere
<0> not only that but senior projects tend to be dictated, there's no room for creativity
<0> they tell you what you're going to accomplish
<0> and they also seem to accept just about anything, there's no standard
<0> for example, my cousin who graduated from purdue, wrote huffman encoded voip software for his senior project, and he was one of the few groups to get it done at all
<0> now that's retarded, and i told him so
<0> he showed me an example of it in action, and on a 100mbit LAN, you would get 25 second delay between speaking and hearing it from the other end
<0> i told he what i thought of that and he said, "very few other groups even finished, at least we finished"
<0> that's the sum of the knowledge that was conveyed to him and his group members by the end of their college career
<0> and i think its an example of how pathetic u.s. professors are



<0> i chose not to do the senior project mandated for me by my college, and i created a distributed napster-like porn viewer
<0> they flunked me out of senior project and had me start over again
<0> innovative thinking is punished... actually any thinking at all
<0> this is cool
<0> http://news.com.com/1606-2-6051203.html?tag=st.rb
<3> what was your senior project, an oblivion mod?
<0> no it was pathetic
<3> http://www3.youtube.com/watch?v=pq6vufmTJ9Q
<0> it was to make a web page of some sort
<3> where do you go to school?
<0> i don't want to talk about it
<0> :P
<3> oh i know
<0> lol
<0> :-)
<0> slz: btw what've you been doing lately?
<4> uh
<4> slz
<3> working like crazy
<4> thats gotta be fake right?
<3> lol
<3> i wish xor
<4> :(
<4> I am seriously crying right now
<3> dude
<3> if you'd just sit down and watch it you would know what he's trying to market
<3> HEHE
<3> xor, is it me or did the beginning of that sound like an apology
<3> "I'm sorry for the abomination you are about to watch of me rapping."
<3> lol
<3> i just made a knish
<3> and i put it down
<3> and this effing bottle of baby powder fell on it
<3> thats hilarious
<4> llol
<0> has anyone here done any networked game programming?
<4> Yah, I mean, I think it would be interesting if it was a least good, but the rapping skill is null. No rhythm at all, do you see the way he jerks around when he's trying to down, and those p***ionlist hip thrusts? It's so very sad.
<3> haha yes
<0> i thought the hip thrusts were the best part
<3> man i GAURANTEE that dude put a bullet through his head already
<0> you mean guarantee
<3> no i dont spell
<0> think guar... like the guars in morrowind
<3> i knew one of you nazis would do that
<5> palisade: sure
<3> cuz i never spell it right
<0> that's how i remember to spell it right
<0> i think about morrowind's guars
<0> StoneCyqh: any realtime stuph?
<4> palisade, I have never done any network programming, but at this moment i am learning winsockets!
<0> xor_mind: that's like saying i've never written a file format loader, but i'm learning how to open a file
<4> if you can open a file, the transition to a file format loader is 99% made
<0> no there's a lot more to comprehend
<4> I understand what you're saying
<0> plus quadratic motion
<3> you go glenn cocoa
<4> are you reading that gamedev article on it?



<0> sounds interesting but i was wondering if anyone here had actual experience writing a realtime networked simulation and what a better method would be
<0> ya
<4> by bnick
<0> by nick caldwell
<3> raknet
<0> ahhh that is a pretty good library
<6> Hello ****ers
<0> Decept404: sup
<6> hah
<6> not much
<6> wow right now
<3> hey decept
<6> yoes
<0> see currently my network code involves delta compressed distributed packets that synchronize every 200ms, and in between send updates if there were any major differences so the server-side can authenticate the client's positions and have them correct
<0> and it works but its more traffic than i would like
<0> plus i want to smooth things out
<0> but my code doesn't rely on being input controlled, it depends on objects deltas
<0> and according to his article, it looks like he focuses on input controlled... and i'm just wondering if that's any better
<0> with my way i can toss a lot more relevant information in a single update
<7> http://unreal.epicgames.com/Network.htm
<0> like for example.... a tank is accelerating, someone is turning the barrel, firing, at the same time the tank is being hit and taking damage.... all that in one update, with space saved using delta compression to toss out irrelevant information
<7> look at how q3 did it
<7> most people consider that a good networked game ;)
<0> q3 doesn't have to deal with much
<0> just people running around shooting... and it only supports 32 players
<0> the way q3 does it if i recall is that it sends entire world updates
<7> you want like proper physics and stuff?
<0> and delta compresses it
<0> swx: ya potentially
<0> i mean it could be fudged
<0> but look at my tank explaination above
<0> that's sort of where i'm trying to head
<0> controlled by more than one player
<4> adf
<4> nm
<0> another good example would be a helicopter
<0> lets say you had a transport helicopter, with one pilot, many p***engers... some of the p***engers can control turrets
<0> the helicopter can change its roll, pitch, yaw, players could bail out, it could be struck by bullets or missiles which alter its condition, it could be repaired increasing its condition, the turrets can rotate on an axis left/right/up/down, the turrets can fire
<0> oh and the rotor blades can increase/decrease speed, independantly
<0> and flares can be fired
<0> so these are all things that would have to be handled
<6> and your mom can call you and tell you dinner's ready
<0> it makes sense to bind all those updates into a single distributed object
<3> i see no problems
<0> Decept404: can't believe i bothered to offer to help
<0> glad you didn't accept
<6> huh?
<0> slz: er ok
<4> I think half life 2 could barely get 1/10 of what you're trying to do working. In the multpilayer games, if just one players shoots a barrel, there is barrels position jerks around the screen. Even with a latency of <10ms.
<3> :D
<4> er the barrels position jerks around the screen
<0> xor_mind: ya i know, hl2's multiplayer wasn't very good
<6> auto ***ault does havok on an MMO basis
<0> xor_mind: css seems to do it well tho
<4> I mean the whole engine
<4> I was talking about css as wel
<4> the engine had trouble sending the appropriate ragdoll(micro physic) updates to all the clients
<6> oh wait, so i make a single quip (i ****in ALWAYS quip about EVERYTHING in here), and suddenly that's a personal attack on your work and i'm a bad person palisade? what is this, bipolar disorder day or something?
<6> jeez.
<0> xor_mind: well in css they don't bother to sync the physics at all
<4> pm him or something, stop polluting this room
<6> xor_mind eat ****.
<0> actually i do have bipolar
<6> :P
<0> :-)
<6> i'm entitled to pollute
<6> anyway, wasn't intended to be ***holy pali
<6> :P
<4> and you're entitled to being an ***hole, and you're exericising your rights just fine
<0> xor_mind: hehe
<6> who the hell are you anyway


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