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Comments:

<0> them gfx are insane
<0> them ambient maps looks incredible
<0> i wonder if they are are interpolated shadow maps like Humus demonstrated last year
<1> is it alright to do D3DXHANDLE foo = "bah"; ?
<2> GaemDev
<2> MeshMan: sounds like Unreal 3 ;)
<3> Mesh - the ambient maps are probably dynamic ambient occlusion maps
<3> GPU Gems 2
<4> but that video - oh god :] incredible ;]
<3> hahaha yeah



<3> Best looking stuff ive seen yet
<2> better than U3?
<3> yeah
<3> fire still looks crappy in games though
<2> liez?
<3> .. its well understood enough that very very nice models have existed for a while
<3> but i guess they're just too expensive.
<3> Ghaleon - well, UE3 looks ok, but it looks entirely unnatural
<3> something about the lighting is wrong
<5> man everytime I go hunting for herbs to make potions I find another portal
<2> s/potions/dope
<6> LOL
<6> maybe if you aim to find portal, ...
<6> you will FIND HERB!
<3> :P
<7> yeah there are so many ****ing portals :D
<7> at least they tend to have some good loot
<7> found a nice gl*** longsword earlier today that i'll be enchanting with some elemental dmg
<2> element of pwn
<8> gl*** longsword? I can't imagine how much MORE useless an object could be.
<8> Do they even think these names through?
<9> gl*** is kinda tough in the Elder Scrolls games :P
<9> and very lightweight :D
<8> uh huh.
<10> just wait til you hear about the styrofoam longsword
<8> pfft, the styrofoam horse is where it's at.
<11> Uggh, holding one of the new U.S. ten dollar bills. I remember when U.S. currency used to be green...
<8> it didn't start green.
<8> god damn it, I can't figure out how to access my SVN server
<11> SVN rules. Really shows what a piece of crap CVS was all along.
<8> I know that, but I haven't used it in a long time and now I can't get it
<8> I know the p***word, but I don't know how to use svn.exe to get access
<11> TortoiseSVN is the only way to go.
<8> can TortoiseSVN magically tell me the path on the server where I can access my source code?
<10> http://www.txroadrunners.com/images/pics/funny2/legogal.jpg
<8> >svn ls svn://server/<guess something>



<10> hot
<8> damn
<11> heh, awesome pix
<12> I'd do her
<1> lol
<11> PitDroid svn is also http://tortoisesvn.sourceforge.net/
<13> okay, randelPRO.
<14> that's a really cool image, but whoever made that model needs an anatomy book
<14> legs aren't that long
<10> http://flickr.com/photos/bricklovinfreakboy/
<15> hey
<13> hello, jambit
<15> what do you generally use for keeping track of player movements?
<15> binary trees or linked lists?
<15> or perhaps a combination of them both?
<16> Depends. :)
<15> hehe
<15> ok
<15> here's the scenario
<15> i have a npc moving from a->b
<15> when the npc finds something he likes/needs/wants
<15> he decides to go and get it
<15> i need a suitable method of keeping data organised
<15> especially the path concerned with travel
<15> im just abouts to write down all the data that will be processed between A and B
<15> and see if it can be used for either the BTree of the LinkedLists
<15> so does that sound fair?
<15> im new to btrees and linked lists
<15> and i can already see that we can seperate (sort) the tree through higher or lower values,
<15> im not sure if this will be appropriate with recording movement,
<15> although perhaps for keeping track of direction.
<17> if it's just "here is a series of commands the NPC will execute to move", I'd just use a vector or an array
<15> ok
<15> yeah, move square until found == true;
<15> basically that's all there is to worry about
<15> then if found == true go home
<15> (which gives me more concern than the first part)
<10> man stoney do you have to be such a pooper
<10> software programmer opening at linden lab.
<10> i wish
<18> hi moebius
<18> what's linden lab?


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