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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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