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Comments:

<0> and its not exactly super powerful
<1> so you're saying a 3mhz pc should have been able to hack out Gunstar Heroes at full clip, complete with sampled effected audio?
<2> If specially designed hardware can give you a 5413 fold speed advantage, I want to play HL2 on specially designed hardware.
<3> thats crap
<1> all i'm saying is (not knowing better) is i think the hard part about emulation is emulating the hardware
<1> not the clock speed of the cpu ;P
<0> no, Im saying three 2.8 ghz processors should be able to emulate a couple dozen NES systems running in tandem :P
<1> but that's never happened
<0> of course the difficulty is emulating the hardware... thats all there is
<1> i've run nesten at work and it still eats a fair chunk of a 3ghz cpu
<3> Decept404: most of those are RISC, not really hard to emulate
<2> Emulation is just a bad idea.
<1> well then comparing mhz isn't a useful statistic
<3> no
<0> the 6502 is extremely easy to emulate... its really only the PPU and the mappers that are the problem



<0> and sound, but it sounds like that isnt even implemented
<1> haha that diagram.. oh man
<1> *wipes tear*
<4> when you create a d3dxmatrixa16 foo; thats a pointer right?
<5> http://video.google.com/videoplay?docid=-5419944823518404383
<6> buying an xbox just for oblivion? didnt someone here say the load times blow on the 360? lol
<6> i think flymario did
<7> http://www.wimp.com/teacherpranked/
<1> i think it just matters if load times get to you
<1> and load times only get to me in fast paced frustrating games
<1> like burnout revenge :P
<1> .. which is only frustrating because of the load times. heh.
<6> heh
<1> oh god that diagram is so getting blogged about. It's mind altering
<2> who can tell me what this is? http://rafb.net/paste/results/BRG7y798.html
<1> ..an action packed movie sequel to Red Scorpion starring Dolph Lundgren?
<2> no
<1> then i have no idea
<4> _nv: thats pretty messed
<4> how would make a float array of pointers?
<3> your question doesnt make sense
<3> are you asking how you would make an array of float pointers?
<4> yeah
<4> my bad :(
<3> alright
<2> http://rafb.net/paste/results/jJuln248.html --- improved question
<3> well
<2> it makes no sense to me, but it's in my headers.
<4> lol
<3> float *pointers[SIZE]
<4> thats what i thought
<4> thanx
<3> or if you prefer you can have a pointer to pointers
<3> float **ptr
<4> k
<4> thanx nights
<3> but i suggest you stick with the first ;)
<3> sure
<2> hmm
<4> nights: one more thing, when you have D3DXMATRIXA16 foo; thats just a pointer like an array right?
<3> pointer != array
<4> you know what I mean
<4> heh
<4> as in uhh
<3> no, thats a struct
<4> I'm trying to make an array of d3dxmatrixa16's
<3> what is your question?
<3> alright, you want them heap or stack allocated?
<2> what is the purpose of that template thing?
<4> D3DXMATRIXA16 matMatrix[] = {SphereX.matGetWorldPlease(), SphereX.matGetNormPlease()};
<3> that would make them stack allocated
<4> yeah I know
<4> and I get thsi error
<4> d:\Programs\SphereX\SphereX.cpp(94) : error C2440: 'initializing' : cannot convert from 'D3DXMATRIXA16 *' to 'D3DXMATRIXA16'
<4> No constructor could take the source type, or constructor overload resolution was ambiguous
<4> I'm guessing because the matGetWorldPlease() returns a pointer into the array
<4> and not the actual matrix
<4> which is better
<4> so I thought I would try D3DXMATRIXA16 *matMatrix[] = blah
<4> still didn't work
<3> factor: yeah thats true, in this case use D#DXMATRIXA16* matMatrix



<3> whats the fault?
<4> oh nm
<4> think I figured it out
<4> thanx!
<4> heh
<3> what did you do?
<4> I remade it a pointer to pointer idea
<4> and then when I p***ed it into the function forgot to change the parameteres
<4> haha
<3> alright
<4> thanx, tried that earlier
<3> i think you should read up on pointers and arrays before you continue or you'll have tons of problems later
<4> heh, or I should stop being an idiot this past week
<3> yeah, either way works:p
<4> hehe
<4> I tried this before and forgot to change the function
<4> ****
<4> heh
<8> The outside dimensions of a picture frame are 28 cm and 23 cm. The area of the picture is 414 cm. Find the width of the frame.
<8> 28 and 23 are the dimensions
<8> x is the width of the actual frame
<8> how can I formulate this as a quadratic equation?
<4> #math ?
<4> heh
<9> (28-2x)*(23-2x) - 414 = 0 ?
<8> swx: of course!
<8> swx: i can't believe i did not see that
<10> :o
<11> Ultyma, whats up
<11> Ghaleotron!
<10> hey
<10> iamaddictedtooblivion
<12> why is my artist so much better at art than i am
<12> JEALOUS
<10> maybe cause he is an ARTIST
<10> :
<10> P
<12> maybe because SHUT UP
<10> roflsausage
<4> ****
<4> 2 linking errors
<10> lol
<10> that was random
<4> SphereX.obj : error LNK2019: unresolved external symbol "public: __thiscall Sphere::~Sphere(void)" (??1Sphere@@QAE@XZ) referenced in function _WinMain@16
<4> Debug/SphereX.exe : fatal error LNK1120: 1 unresolved externals
<10> :o
<12> huhu so i had him make this insert for a cover for my ****ty sudoku book, right?
<10> see thats why i dont use c++
<4> wtf does that mean?
<12> uh
<12> that just means you're not linking sphere, or that the destructor isn't in scope
<10> google it
<10> :D
<12> or you forgot to write it
<4> lol the deconstructor
<4> yeah just asw that
<4> 100th stupid error this week
<4> ;)
<12> buhuhu welcome to programming
<9> invest in a c++ book ;)
<12> Ultyma: anyway, i made this cover that i was kinda proud of using his center insert
<12> and he was like "oh yeah, yeah, that's pretty good"
<12> couple of days later he gives me something that totally pwns my cover
<12> old cover: http://sc.tri-bit.com/outgoing/Sudoku%20Cover%20Template.jpg
<12> new cover: http://www.spriteattack.com/StoneSudoku_Book1.jpg
<12> they're big images; suffer
<10> :S
<10> big image
<10> :o
<12> yeah, 300 dpi 17.51" x 11.25"
<12> man and i was proud of my cover there for a minute, too
<12> not no' mo'


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