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<0> second life creators
<0> :D
<1> ah
<0> i read that SL has around 1600 linsux servers holding up the world.. i'm curious as to what the count is for the other popular mmo's
<2> hey guys
<2> i wanna do bump mapping in HLSL
<2> how do I generate the normal maps to go with my textures?
<3> http://developer.nvidia.com/object/photoshop_dds_plugins.html :)
<0> wow has 149 realm servers... hmm
<4> http://www.gamefaqs.com/computer/doswin/code/924363.html
<4> how to let oblivion take screenshots with printscrn button
<5> ZorbaTHut: you think this is a bad idea?
<5> i have each npc moving through a for loop to work out where to go next
<5> saying that, if i increased the npc count they would all effectively be using the same for loop for navigation leading to the same paths for all npcs
<5> you think i should seperate the movement from them?
<5> so for each npc that is to be moved,



<5> send to movement function, then return
<1> http://www.kidtronic.com/crystalrender/shop/shop.php?categoryid=2&page=0
<6> jambit, I'm not honestly sure what behavior you're attempting to create, and how you're planning to implement it
<5> ok
<5> i have a 2d map with objects on it
<4> jambit, use a message router
<4> message router/broker
<5> i want to be able for the npcs to locate the objects then return home with the objects
<5> im not familar with it
<5> docs?
<7> docs are free
<5> where?/
<4> way it works is.... you have channels down which you send "messages", a message can just be a string, a channel is a queue
<2> anyone? bump map generation?
<4> a message router has a hashmap of queues, with the keys being a destination name
<4> and it has a master in queue
<4> so when you send a message on the message router queue, you attach to it a destination name
<5> sounds like a binary tree
<4> the message router takes from its queue, looks up the destination, and send your message down that queue
<4> nope nothing like a binary tree
<4> queues are fast and guarentee order
<5> so do binary trees
<4> they're not for sorting, and they don't have a treelike structure
<5> ah..
<5> ok
<4> they are linear
<4> something goes in, something comes out, that's all
<5> but they have a parent child relation /
<4> nope
<5> any router can talk to any router? via hashmasks?
<4> child doesn't know about the parent, queues are backed by singly linked lists
<5> how do i decide which channel to send a message down to return something? (all/selection)
<1> children are kept in the basement, linked to a radiator
<5> painted in cherry?
<4> hashmap... and they don't talk to the hashmap, they use the hashmap for quick lookup by destination name
<8> next to a cage with a grue
<8> and intermittent lightning
<4> jambit, ok lets start at square one
<8> lighting even
<4> jambit, you have a message
<4> jambit, what language are you using btw?
<5> c
<4> ok... so...
<4> struct message { char name[30]; char dest[30]; };
<4> or you could use an integer for name and call it id
<5> ok
<4> and then have enumerated values
<4> saves space
<4> same with destination
<4> but using names makes it easy to change them on the fly
<4> or to call them from embedded scripts
<5> i c
<4> ok now that's your message
<5> so how do i create the queue? or at least let objects see what messages there are ?
<4> now you have to set up a queue... which is like waiting in a line... people get in line, and then the first person in line gets what they want and leaves
<4> and so on
<5> alright,
<4> opposite of a stack
<4> now you can communicate down a queue
<4> by putting a message on it
<4> and the other end can take the message off



<4> if it fills up with more than one message, he'll get to the others when he can
<5> i understand the message queue
<4> ok
<5> i dont see how relevant it is to finding and keeping track of co-ordinates
<4> now the message router has one queue
<5> i can see that it could be used for rules
<4> its relevant for AI
<5> sending a rule to function, or a message to a function to invoke a state
<4> you can use it for just about anything though
<4> any time you need to communicate something
<5> struct->m1 = "Go Find Object!";
<4> you can use it for input too
<5> ok
<5> huh?
<4> say someone wiggles a joystick, you take the results of that input and dump it on a queue
<5> ah
<5> cool
<4> the message broker can then decide where it wants that to go
<5> i hadn't thought about that level of things
<5> does it create a priority?
<4> and you can even toss a joystick mute filter in the way
<4> so that if someone goes in the options menu and disables the joystick
<5> having a movement from input needs to happen relatively fast so the changes can be seen in 'real-time' ?
<4> anything listening for that won't get any joystick messages
<5> oh right
<4> they'll getting tossed into the void
<4> limit the queue to like 10 messages and it should be pretty fast
<5> neato
<4> one problem with this pattern is
<5> im thinking that i need to re-write a function so that i can send my output/inputs from the characters to other areas
<4> that if you broker your messages, you have to replicate them if you want to send them to multiple destinations
<4> meaning you end up duplicating memory
<4> and using multiple queues (since you have multiple destinations)
<4> another way of doing this
<4> is to use a message bus
<4> a message bus is an inverse of the message router
<4> think of the message router as many waitresses waiting tables
<4> in a restaraunt
<4> they have to go to the table, and write down what people want
<4> then they have to go to the chef and say, cook this up
<4> then when the cook says its ready, the cook puts the receipt on the food and says, table 5
<4> and the waitress goes and grabs it and takes it to table 5
<4> that's a message router
<4> but
<4> a message bus... is like a buffet
<5> buffer?
<7> i think buffer is an array of vectors
<4> there's a table that a lil mexican runs over to and refills the food trays every so often when they get low
<5> you have food on the brain palisade..
<4> and you have to get up and go to the table yourself and pick what you need
<5> ah..
<5> ok
<4> it makes a good analogy
<5> makes me hungry also
<5> D:<
<4> ehhe ;-)
<4> i'm gonna get chinese takeout
<5> sounds like a good deal
<4> so any of this helping you wrap your mind around it?
<5> yeah
<4> cool
<5> it makes me feel as thought i should further modularise my code into functions
<5> i have a lot going on in this one function that i could rectify by having a per object function
<4> ya true
<5> so each object that needs to do something, goes off and does it
<5> but this makes the fact that i have a huge amount of computation going on
<5> as im dealing with figuring out co-ordinates etc
<5> so for each object, send object to function, return
<4> you might be able to centralize some of those calculations, while exposing others
<4> a great example is timers, you only need one timer
<5> if i have say 100 ... n objects how heavy do you think this would be and do you think i should favour it?
<5> i am implementing timers for movement, so the moves aren't so rapid


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